anchor.diff:  
   The most used diffuse BRDF in games. It’s very popular because it’s very cheap to compute and gives good results. This is the most simple way of computing diffuse.  link:https://en.wikipedia.org/wiki/Lambertian_reflectance[here are the details]
   
  -image::DiffuseLambert.jpg[DiffuseLambert,width="320",height="250",align="center"]
  +image::jme3/advanced/DiffuseLambert.jpg[DiffuseLambert,width="320",height="250",align="center"]
   Diffuse Lambert factor for a direct light source (directional light) with a yellow surface color.
   
   Some Alternatives :
  
positive.code: I won’t go into the details of all the alternatives I just want to expose an overview of the whole process first.  But I’ll dive into more technical details on the terms I use, in following posts. To have a neat overview of all alternatives you can see this link:http://graphicrants.blogspot.fr/2013/08/specular-brdf-reference.html[post] on  Brian Karis’s blog.
  
  
  
  That sums up the whole process, but there is still much to explain. In next post I’ll make a focus on indirect lighting, as it’s the part that gave me the hardest time to wrap my head around. I’ll explain the Image Based Lighting technique used, and how you can compute diffuse and specular from an Environment Map.
  
  <<pbr_part3#,Next Post>>
  
  == Lexical :
  
  
negative.code: 
  This image from wikipedia is the most simple and yet the most helpful to understand this
  
  image::jme3/advanced/Lambert2.png[Lambert2,width="320",height="250",align="center"]
  By GianniG46 (Own work) [CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0) or GFDL (http://www.gnu.org/copyleft/fdl.html)], via Wikimedia Commons
  
  To compute each of these factors, we’re going to use a function. This function answers to the delicate name of *Bidirectional Reflectance Distribution Function or BRDF*.
  