anchor.diff:      "Common/MatDefs/Misc/Unshaded.j3md");  // ... specify .j3md file to use (unshaded).
   mat.setColor("Color", ColorRGBA.Blue);     // Set some parameters, e.g. blue.
   myGeometry.setMaterial(mat);               // Use new material on this Geometry.
  -
   ----
   
   This example creates a link:http://en.wikipedia.org/wiki/Phong_reflection_model[Phong]-illuminated blue material. Use it for illuminated, naturalistic objects, such as characters, buildings, terrains, vehicles. Needs a light source, otherwise it will be invisible.
  
positive.code: Don't forget to add a <<jme3/advanced/light_and_shadow#,Light Source>> to the scene! All Materials (except “Unshaded ones) are *invisible* without a light source.
  ====
  
  
  If you want more advanced background info: You can learn more about <<jme3/advanced/material_definitions#,Material Definitions>> in general here. You can find the full list of Material Parameters in the <<jme3/advanced/materials_overview#,Material Definitions Properties>> overview. The following sections introduce you to the most commonly used cases. You typically initialize Material objects in the `simpleInitApp()` method, and configure them using the setters described here. Then load the Materials using `myGeometry.setMaterial(mat)`. 
  
  
  == Code Sample
  
negative.code: 
  |===
  
  [TIP]
  ====
  It is possible to load a DiffuseMap texture that has an Alpha channel, and combine it with an underlying Material Color. 
  