anchor.diff:  
   *  Specify at least a ColorMap: 
   [source,java]
  ++
   ----
   mat.setTexture("ColorMap", assetManager.loadTexture("Textures/monkey.png")); // with Unshaded.j3md
   ----
  -
  ++
   
   To give a Phong-illuminated material a texture:
   
   *  Specify at least the DiffuseMap texture: 
  ++
   [source,java]
   ----
   mat.setTexture("DiffuseMap", assetManager.loadTexture("Textures/wood_diffuse.png")); // with Lighting.j3md
  
positive.code: 
  
  .  Specify BlendMode Alpha for the Material. 
  [source,java]
  ----
  mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
  ----
  
  .  Put the Geometry (not the Material!) in the appropriate render queue bucket. +
  Objects in the translucent bucket (e.g. particles) are not affected by SceneProcessors (e.g. shadows). Objects in the transparent bucket (e.g. foliage) are affected by SceneProcessors (e.g. shadows).
  **
  [source,java]
  ----
  geo.setQueueBucket(Bucket.Translucent); 
  ----
  
  **
  [source,java]
  ----
  geo.setQueueBucket(Bucket.Transparent); 
  
negative.code: 
  .  Specify which areas you want to be transparent or translucent by specifying the alpha channel:
  **  (For colored Materials) In any RGBA color, the first three are Red-Green-Blue, and the last float is the Alpha channel. For example, to replace ColorRGBA.Red with a translucent red: 
  +
  [source,java]
  ----
  mat.setColor("Color", new ColorRGBA(1,0,0,0.5f));
  ----
  
  **  (For textured Materials) Supply an AlphaMap that outlines which areas are transparent. 
  +
  [source,java]
  ----
  mat.setTexture("AlphaMap", assetManager.loadTexture("Textures/window_alpha.png"));
  ----
  
  **  (For textured Materials) If the DiffuseMap has an alpha channel, use: 
  +
  [source,java]
  ----
  mat.setBoolean("UseAlpha",true);
  