Vital - Released

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Vital

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opdobqo wrote: Fri Dec 11, 2020 6:39 pm Escalator pop is nothing next to fire escape pop !
:lol:
No auto tune...

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Teksonik wrote: Fri Dec 11, 2020 7:11 pm For those who don't like Wavetable synths or can't get their heads around them get the free Echo Sound Works Wavetables:

https://www.echosoundworks.com/eswcorewavetables

There are some very nice analog waveforms in there from Moog,Jupiter, Korg, Arp etc. Saws, Squares, etc. You don't have to sweep the wavetables you can just use a single waveform and create analog patches with Vital.

Nice, thanks.

EDIT: I decided to explore all the folders in the set, some cracking WTs there, lots of fun exploring just mapping my mod wheel to the frame slider. Quite new to WT synths apart from Massive OG, Vital makes it very easy and rewarding to dive in.

I found the time to do all this by posting less of my normal crap on KVR :)
Last edited by revvy on Sat Dec 12, 2020 7:39 am, edited 1 time in total.
I lost my heart in Cap de Creus

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We talk about not feeding the trolls on these forums, but one of the things I like about wavetable synths is that you can feed the oscillators with different waveforms and in many ways,it is like having a new synth...

That is very cool :)
No auto tune...

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Here is a quick thing that makes a lot of use of the remappers. Just one long held note with some macro automation, nothing else:

https://soundcloud.com/user-589036812-2 ... -1-x-vital

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[Delete]
Last edited by ijiwaru on Fri Jan 22, 2021 2:57 pm, edited 1 time in total.

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ijiwaru wrote: Sat Dec 12, 2020 8:31 am
The Nerdy Music Guy wrote: Sat Dec 12, 2020 6:19 am Here is a quick thing that makes a lot of use of the remappers. Just one long held note with some macro automation, nothing else:

https://soundcloud.com/user-589036812-2 ... -1-x-vital
Very impressive texture, getting ambient Autechre vibes.
Thanks! I'm getting that Autechre comparison a lot. I probably shouldn't listen to Autechre as much as I do :hihi:
ijiwaru wrote: Sat Dec 12, 2020 8:31 am Sorry if this is the wrong place to ask this but using the mod mapper in Vital, how would I go about making a patch where on each key press there is a certain probability between it having a fast attack of some arbitrary value vs. a slow attack of some arbitrary value? I've been racking my brains all afternoon trying to achieve this but I can't seem to work it out.
This is how I would go about it:

Image

The width of the thing in the remapper would determine the probability of getting the higher attack value. Adjust the attack itself and the mod amount to adjust what the fast and slow attack times should be :)

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[Delete]
Last edited by ijiwaru on Fri Jan 22, 2021 2:57 pm, edited 1 time in total.

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The Nerdy Music Guy wrote: Sat Dec 12, 2020 3:25 am The "Sync" button on the LFOs and RNDs makes them free running, doesn't it? The name is not very intuitive, but I think it's supposed to mean "sync to song position".
yes, correct
but what i also meant was, that the LFO is running continously regardless of being triggered

as it is now, from what i can see (hear) it seems, that the LFO stops running as soon
as ENV1's release has finished...

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The Nerdy Music Guy wrote: Sat Dec 12, 2020 9:06 am
The width of the thing in the remapper would determine the probability of getting the higher attack value. Adjust the attack itself and the mod amount to adjust what the fast and slow attack times should be :)
That is of my favorite ways of using the Mod Remapper... being able to have control over the Random Value so it is less random. Also, the Random modulator is only a single value (I always wish developers would make random be per target). If you apply it to 3 targets, all 3 of them get the same random pattern. Using the Mod Remappers I can make all 3 targets have different random values.

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muki wrote: Sat Dec 12, 2020 2:27 pm
The Nerdy Music Guy wrote: Sat Dec 12, 2020 3:25 am The "Sync" button on the LFOs and RNDs makes them free running, doesn't it? The name is not very intuitive, but I think it's supposed to mean "sync to song position".
yes, correct
but what i also meant was, that the LFO is running continously regardless of being triggered

as it is now, from what i can see (hear) it seems, that the LFO stops running as soon
as ENV1's release has finished...
Ahh, OK! That almost sounds like a bug to me, unless it's maybe supposed to mean "sync between notes"? No idea.
pdxindy wrote: Sat Dec 12, 2020 2:56 pm
The Nerdy Music Guy wrote: Sat Dec 12, 2020 9:06 am
The width of the thing in the remapper would determine the probability of getting the higher attack value. Adjust the attack itself and the mod amount to adjust what the fast and slow attack times should be :)
That is of my favorite ways of using the Mod Remapper... being able to have control over the Random Value so it is less random. Also, the Random modulator is only a single value (I always wish developers would make random be per target). If you apply it to 3 targets, all 3 of them get the same random pattern. Using the Mod Remappers I can make all 3 targets have different random values.
Yeah, it's one of the many cool ways to use them :)
Having random phase for the LFOs would also be nice, I think! Yes, one can use other random modulators to randomize the phase, but then there is always some kind of correlation going on, and that may not always be the goal (and remappers would be better to use for that anyway).

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The font theme for the Voice, Effects, Matrix and Advanced tabs are smudged a bit. Same goes for numerical values and other texts. Not good for the eyes.

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Seems fairly crisp here. What GUI size are you using ? I'm using 100% here at a resolution of 1920x1080.

(the screenshot is not as crisp as it actually is)

Vital 121220-1.png
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None are so hopelessly enslaved as those who falsely believe they are free. Johann Wolfgang von Goethe

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Teksonik wrote: Sat Dec 12, 2020 6:14 pm Seems fairly crisp here. What GUI size are you using ? I'm using 100% here at a resolution of 1920x1080.

(the screenshot is not as crisp as it actually is)


Vital 121220-1.png
I think the word "smudged" is not correct. The text is not really "white", as you can see on your picture. It looks dirty.

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That's true it could be brighter.

Edit: I just checked and the brightest part of the text is RGB 255,255,255 which is pure white.
Last edited by Teksonik on Sat Dec 12, 2020 6:59 pm, edited 1 time in total.
None are so hopelessly enslaved as those who falsely believe they are free. Johann Wolfgang von Goethe

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contrast rather than brightness :)
:ud:

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