anchor.diff:  == RenderStates
   
   
  -=== Transparency
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  +.Transparancy
   |===
   
   a|Material Option
  
positive.code: *  Unshaded materials look more abstract.
  
  Illuminated materials require a <<jme3/advanced/light_and_shadow#,light source>> added to at least one of their parent nodes! (e.g. rootNode.) Illuminated materials are darker on the sides facing away from light sources. They use Phong illumination model (default), or the Ward isotropic gaussian specular shader (WardIso) which looks more like plastic. They do not cast <<jme3/advanced/light_and_shadow#,drop shadows>> unless you use a FilterPostProcessor. 
  [cols="3", options="header"]
  |===
  
  a|Standard Illuminated Material Definition 
  a| Usage 
  a| Material Parameters 
  
  <a| Common/MatDefs/Light/Lighting.j3md      
  a| Commonly used Material with Phong illumination. +
  Use this material together with DiffuseMap, SpecularMap, BumpMap (NormalMaps, ParalaxMap) textures. +
  Supports shininess, transparency, and plain material colors (Diffuse, Ambient, Specular colors). +
  
negative.code: setTexture(“slopeColorMap, assetManager.loadTexture(“)); +
  setFloat(“slopeTileFactor,1f);
  
  <a| Common/MatDefs/Misc/ +
  Particle.j3md       
  a| Used with texture masks for particle effects, or for point sprites. +
  The Quadratic value scales the particle for perspective view (link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/effect/ParticleEmitter.java[formula]). +
  Does support an optional colored glow effect. +
  