MTurboReverb: more details on the Special -> Objects section?

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I was exploring the possibilities of the "Special -> Objects" section of MTurboReverb for a future project of mine, involving the possibility of loosely imagine to model my own "fantasy" non-existing impossible virtual instruments (including type of source exciter, shapes, sizes and materials) with the help of various softwares I have (by using them together).

I wonder if it is possible to obtain more details about this section. For example: when I see "Shape", which different shapes are referenced to when I move the cursor, exactly? And when I move the cursor of "Size", which size is intended, precisely? Ten centimeters, two meters…?
And what are the Density and Complexity parameters doing, exactly?

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Hey. I made this device. I will take a look when I am next on my computer and give you some info. Do you own MTR? You can just go into the edit screen and see exactly what is happening.
From memory there are no exact values, rather the controls just make it sound bigger or smaller.

I made this preset by making IRs from real objects. Then I analysed the IRs using the feature in the ER section. I also used auto EQ to get an approximate frequency map and then used these setting in the EQ. The EQ morphs between 2 states. Finally I analysed seeds in the LR section (I used the reverb algorithm with very short times) to sound like the original IRs.

So basically it is an algorithm that sounds as close the the IR as possible. The beauty of this is that an algorithmic approach is much much more flexible than IR. You can now deform the shape, size etc. Lots of fun.

I have recently taken this to some new places and have been playing around with the reflectiveness and material of the objects.
Jason @ Melda Production

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Very interesting, thank you! Yes, I own MTR and also the MultiBand version. I understand that "bigger or smaller" refers to Size, but I am especially interested in shapes (which shapes are intended: pipes, spheres, boxes?) and materials (I would really, really like to be able to change materials, like in the old UA Dreamverb, for example – which I don't have).

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Ok so shape refers to the object getting long and narrow or short and wide. It sort of just stretches the delay times of all the taps at the beginning or end of the length.

The main shape will be part of the selected object. So say you load up a pipe. Size will keep the same proportions of the pipe but scale it to be bigger or smaller, where size will make the pipe wider or longer etc.
Jason @ Melda Production

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It works remarkably well! Just one more question: I'd like to understand what is the Complexity parameter, what does it do and… what are UFO? Random filters, chosen… according to which criteria?

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Complexity controls how many delay taps are used.
Imagine a sound in a space, everytime it hits a surface it reflects in different directions and then reflects again and again creating thousends of delays. How many, is useually refered to as "echo density".

In my opinion the more delays there are the more realistic the sound. This however uses more CPU. Also there may be some cases where less actually sounds better. So the complexity default is set to maximum, but I put the option there to save CPU and also because you can get a different sound using it.

As for UFO, I can not remember!! haha. All I remember is that they were not from IRs taken from real objects, I called them UFO because they were "made up" objects that dont exist.

What do you mean by "random filters"?
Jason @ Melda Production

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I think that "random filters" was XComposer's guess as to what UFOs were.
DarkStar, ... Interesting, if true
Inspired by ...

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DarkStar wrote: Sun Jan 06, 2019 8:02 pm I think that "random filters" was XComposer's guess as to what UFOs were.
Yes, exactly, just a (respectful) joke… :oops:

Thank you very much, jmg8.

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