anchor.diff:  *  Non-shiny objects have a black specular color.
   
   
  -image::tanlglow2.png[tanlglow2.png,400,234,align="center"]
  +image::intermediate/tanlglow2.png[tanlglow2.png,400,234,align="center"]
   
   
   
  
positive.code: A procedural texture is generated from repeating one small image, plus some pseudo-random, gradient variations (called Perlin noise). Procedural textures look more natural than static rectangular textures, and they look less distorted on spheres. On big meshes, their repetitiveness is much less noticable than with tiled seamless textures. Procedural textures are ideal for irregular large-area textures like grass, soil, rock, rust, and walls. Use the xref:sdk:neotexture.adoc[jMonkeyEngine SDK NeoTexture plugin] to create them.
  
  
  image::neotexture-2.jpg[neotexture-2.jpg,width="380",height="189",align="center"]
  
  
  See also: link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Every_Material_Known_to_Man[Blender: Every Material Known to Man]
  
negative.code: ==== Surface Normal Vectors
  
  [.right]
  image::intermediate/300px-surface_normal.png[300px-surface_normal.png,width="",height=""]
  
  A surface normal is a vector that is perpendicular (orthogonal) to a plane.
  You calculate the Surface Normal by calculating the cross product.
  