anchor.diff:  [cols="3", options="header"]
   |===
   
  -<a| Texture Path                     
  -a| Dimension 
  -a| Preview 
  -
  -<a| Effects/Explosion/Debris.png     
  -<a| 3*3  
  -a| image:jme3/beginner/Debris.png[Debris.png,32,32] 
  -
  -<a| Effects/Explosion/flame.png      
  -<a| 2*2  
  -a| image:jme3/beginner/flame.png[flame.png,32,32] 
  -
  -<a| Effects/Explosion/shockwave.png  
  -<a| 1*1  
  -a| image:jme3/beginner/shockwave.png[shockwave.png,32,32] 
  -
  -a| Effects/Explosion/smoketrail.png 
  -<a| 1*3  
  -a| image:jme3/beginner/smoketrail.png[smoketrail.png,32,32] 
  -
  -<a| Effects/Smoke/Smoke.png          
  -a| 1*15 
  -a| image:jme3/beginner/Smoke.png[Smoke.png,96,32] 
  +<a| Texture Path
  +a| Dimension
  +a| Preview
  +
  +<a| Effects/Explosion/Debris.png
  +<a| 3*3
  +a| image:jme3/beginner/Debris.png[Debris.png,32,32]
  +
  +<a| Effects/Explosion/flame.png
  +<a| 2*2
  +a| image:jme3/beginner/flame.png[flame.png,32,32]
  +
  +<a| Effects/Explosion/shockwave.png
  +<a| 1*1
  +a| image:jme3/beginner/shockwave.png[shockwave.png,32,32]
  +
  +a| Effects/Explosion/smoketrail.png
  +<a| 1*3
  +a| image:jme3/beginner/smoketrail.png[smoketrail.png,32,32]
  +
  +<a| Effects/Smoke/Smoke.png
  +a| 1*15
  +a| image:jme3/beginner/Smoke.png[Smoke.png,96,32]
   
   |===
   
  
positive.code:     fire.getParticleInfluencer().setVelocityVariation(0.3f);
      rootNode.attachChild(fire);
  
      ParticleEmitter debris = 
              new ParticleEmitter("Debris", ParticleMesh.Type.Triangle, 10);
      Material debris_mat = new Material(assetManager, 
              "Common/MatDefs/Misc/Particle.j3md");
      debris_mat.setTexture("Texture", assetManager.loadTexture(
              "Effects/Explosion/Debris.png"));
      debris.setMaterial(debris_mat);
      debris.setImagesX(3); 
      debris.setImagesY(3); // 3x3 texture animation
      debris.setRotateSpeed(4);
      debris.setSelectRandomImage(true);
  
negative.code: 
  These scene elements cannot be modeled by meshes. In very simple terms:
  
  *  The difference between an explosion and a dust cloud is the speed of the particle effect.
  *  The difference between flames and a waterfall is the direction and the color of the particle effect.
  
  Particle effects can be animated (e.g. sparks, drops) and static (strands of grass, hair). Non-particle effects include bloom/glow, and motion blur/afterimage. In this tutorial you learn how to make animated particles (com.jme3.effect).
  
  
  [TIP]
  ====
  To use the example assets in a new jMonkeyEngine SDK project, btn:[RMB] click your project, select menu:Properties[Libraries>Add Library] and add the "`jme3-test-data`" library.
  ====
  
  
  