anchor.diff:  *  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 
  +
  +[cols="20,40,40", options="header"]
  +.Standard Illuminated
  +|===
  +
  +a|Material Definition 
   a| Usage 
   a| Material Parameters 
   
  -<a| Common/MatDefs/Light/Lighting.j3md      
  +<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). +
  
positive.code: 
  
  === Other: Test and Debug
  [cols="2", options="header"]
  |===
  
  <a| Material Definition                     
  a| Usage 
  
  <a| Common/MatDefs/Misc/ShowNormals.j3md    
  a| A color gradient calculated from the model's surface normals. You can use this built-in material to debug the generation of normals in meshes, to preview models that have no material and no lights, or as fall-back default material. This built-in material has no parameters. 
  
  |===
  
negative.code: |===
  
  Other useful, but less commonly used material definitions:
  
  [cols="20,40,40", options="header"]
  .Special Unshaded
  |===
  
  a| Material Definition 
  a| Usage 
  <a| Material Parameters  
  
  <a| Common/MatDefs/Misc/ +
  Sky.j3md            
  a| A solid skyblue, or use with a custom SkyDome texture. +
  See also: <<jme3/advanced/sky#,Sky>> 
  a| setTexture(“TextureCubeMap, assetManager.loadTexture(“)); +
  setBoolean(“SphereMap,true); +
  setVector3(“NormalScale, new Vector3f(0,0,0)); 
  
  a| Common/MatDefs/Terrain/ +
  Terrain.j3md 
  a| Splat textures for e.g. terrains. +
  See also: <<jme3/beginner/hello_terrain#,Hello Terrain>> 
  a| setTexture(“Tex1, assetManager.loadTexture(“)); +
  