by Jojon » Sun Aug 03, 2008 5:53 am
Ok, maybe there's something in the stuff below that you don't already know, maybe not :7 :
Your "transpcurrent" is a texture record (I guess we should say "texture block"), denoted by the "TE:" preceding its name in the string box on the shading/material/texture tab.
Now, the texture record/block is to your water picture, what an object is to a mesh, i.e. it isn't the picture itself, but a link to the picture, along with some additional data, such as info on whether the image contains an alpha channel. The texture, used by the texture block, doesn't have to be a picture, for that matter - it could just as well be a pattern that is calculated at render time, otherwise known as procedural textures, but we (with pyPRP) have limited use for those.
So, clicking the buttons->material/texture button, which is the spotty button next to the material/shading one, will bring up the texture panel. Here you will find a list of all texture blocks used by the material -- these are the same texture blocks that you can pick in material/shading/texture and this is where you "put something in them".
Selecting one of the blocks ("transpcurrent" should be your ony one, I guess), a "texture type" menu popup button will appear. To tell Blender that you want to use a picture loaded from disk, pick "Image". Now two new panels will pop up; one with image options and one that lets you assign an image block (denoted by "IM:") to the texture block, as well as load a picture into said image block. (All defined image blocks are accessible from the UV/image editor for mapping [remember; texture and UV-map are two separate entities and in no way bound to eachother]).
Both texture blocks and image blocks are reuseable. (although I believe an animated texture layer will want a unique (single user) texture block)
This is how textures are defined for materials and what is used by current pyPRP versions. It is still possible to load a single texture from the UV/image editor and use the material's "TexFace"button, the way we used to have to, but this is a rather limited method, which does not allow us to blend texture layers. When using the material's texture "TexFace" should be off.