Zebra 3 Public Beta Revision 20399

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Urs wrote: Sun Dec 21, 2025 3:29 pm Also, the graph in the background will actually show what the curve used by the FX looks like if you switch the Plot to "FX1", as shown here:

Screenshot 2025-12-21 at 16.25.11.png

Here, morph is set to like 60%, which corresponds to the position of the sine wave in the default Curve Set. By switching the plot to FX 1, you can see the sine wave in the background graph.
Yes but it's not obvious at first sight for new people (like him), and with Guides mode you cant even see it, especially when the morph value is between Guide 1 and 2 for example, you cant see what the actual current curve looks like. I really do think you should change that morph knob to a small waveform graph, that you can still drag modulation into it like Hive osc waveform. Its like the perfect implementation imo.

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Urs wrote: Sun Dec 21, 2025 3:29 pm Also, the graph in the background will actually show what the curve used by the FX looks like if you switch the Plot to "FX1", as shown here:

Screenshot 2025-12-21 at 16.25.11.png

Here, morph is set to like 60%, which corresponds to the position of the sine wave in the default Curve Set. By switching the plot to FX 1, you can see the sine wave in the background graph.
It turns out that this curve affects the FX, in this case on Map-o-Matic?
Live and learn forever!

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jtsterays wrote: Sun Dec 21, 2025 3:35 pm Yes but it's not obvious at first sight for new people (like him), and with Guides mode you cant even see it, especially when the morph value is between Guide 1 and 2 for example, you cant see what the actual current curve looks like. I really do think you should change that morph knob to a small waveform graph, that you can still drag modulation into it like Hive osc waveform. Its like the perfect implementation imo.
I like that idea, just don't know if we have the time and screen estate to do it right away. But in the long run, sure, it makes a lot of sense to visualise the curves there.

We have a similar concept for the normal Curve Morph, where we want to at least visualize the key frames around it.

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atmelcool wrote: Sun Dec 21, 2025 3:37 pm
Urs wrote: Sun Dec 21, 2025 3:29 pm Also, the graph in the background will actually show what the curve used by the FX looks like if you switch the Plot to "FX1", as shown here:

Screenshot 2025-12-21 at 16.25.11.png

Here, morph is set to like 60%, which corresponds to the position of the sine wave in the default Curve Set. By switching the plot to FX 1, you can see the sine wave in the background graph.
It turns out that this curve affects the FX, in this case on Map-o-Matic?
Yes, in this setting, the sine wave from the oscillator is used for Map-o-Matic while the oscillator itself uses the sawtooth waveform.

(this is probably a stupid example, I just quickly dialed that in to show the principle)

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Urs wrote: Sun Dec 21, 2025 3:40 pm Yes, in this setting, the sine wave from the oscillator is used for Map-o-Matic while the oscillator itself uses the sawtooth waveform.

(this is probably a stupid example, I just quickly dialed that in to show the principle)
This is a great visual example; I now understand how it works, but I had a hard time figuring it out myself. I think it's necessary to add such visual explanations to the instructions. Thanks, I'll keep testing it.
Live and learn forever!

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Urs wrote: Sun Dec 21, 2025 3:39 pm
jtsterays wrote: Sun Dec 21, 2025 3:35 pm Yes but it's not obvious at first sight for new people (like him), and with Guides mode you cant even see it, especially when the morph value is between Guide 1 and 2 for example, you cant see what the actual current curve looks like. I really do think you should change that morph knob to a small waveform graph, that you can still drag modulation into it like Hive osc waveform. Its like the perfect implementation imo.
I like that idea, just don't know if we have the time and screen estate to do it right away. But in the long run, sure, it makes a lot of sense to visualise the curves there.

We have a similar concept for the normal Curve Morph, where we want to at least visualize the key frames around it.
Nice, I did ask about the curve morph too, pages ago. The main osc curve morph, osc fx curve morph and the curve glide in Pitches, should all be graphs. The Osc FX curve morph Guides could even have it's curve colored, that smoothly transition from colors to colors. So when they see it at first they will be like "why is this mode colored", then when they open the editor hopefully it will be "oh must be these 3 curves on the left". Too fancy? :ud:
Last edited by jtsterays on Sun Dec 21, 2025 4:38 pm, edited 2 times in total.

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Since I use FL Studio, the loaded synths are collapsed in the channel rack. When I click on a channel with an instrument, Zebra 2 opens its interface instantly, while Zebra 3 has an annoying delay before opening. This is most likely due to the fact that 3 is heavier than 2, but I hope 3 will be optimized in the future. Maybe this problem is only for me, since I don't have a graphics adapter, my graphics are integrated into the processor. Thank you.
Live and learn forever!

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atmelcool wrote: Sun Dec 21, 2025 3:59 pm Maybe this problem is only for me
I have the delay as well and others mentioned it too.

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Yes, that is due to some heavy lifting during the startup phase of the UI. We have identified the main cause, but we do not know yet if and how much we can avoid of it.

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Urs,
thanks for taking the time to reply to us...even on a sunday!

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It is just me or the attack values below 5 in the envelopes are a bit useless because it's too clicky? I feel like 5 should be the lowest value. Obviously this might not be possible to change now because of compatibility, but having to change it every time I start an init patch is quite annoying.

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jtsterays wrote: Sun Dec 21, 2025 5:36 pm It is just me or the attack values below 5 in the envelopes are a bit useless because it's too clicky? I feel like 5 should be the lowest value. Obviously this might not be possible to change now because of compatibility, but having to change it every time I start an init patch is quite annoying.
Depends on oscillator phase, and / or synthesis method. For Modal Synthesis you need a lot of control over the first few samples...

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Urs wrote: Sun Dec 21, 2025 5:52 pm
jtsterays wrote: Sun Dec 21, 2025 5:36 pm It is just me or the attack values below 5 in the envelopes are a bit useless because it's too clicky? I feel like 5 should be the lowest value. Obviously this might not be possible to change now because of compatibility, but having to change it every time I start an init patch is quite annoying.
Depends on oscillator phase, and / or synthesis method. For Modal Synthesis you need a lot of control over the first few samples...
It's a pure sine with random phase. And for Modal, isnt the point is that you use the exciter (click) just to have something to excite it (modal) so you get the long decaying feedback, and remove the initial click with suppress dry? plus upping the attack would help with that too because it sounds like Env is post generators so why are the few first samples important? (I dont have alot of knowledge about this topic).

It's not exclusive to Zebra too, Hive is the same. Bazille too without soft click which is exactly the feature that what I want, can we have that here also?

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Could there also be a readout of the current frequency of an osc (including all pitch modulation), be it a normalized value, a key number or in absolute pitch/hertz, to use it as modulation source? I think this would be quite helpful.... Or is this already possible?

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I just watched your faster matrix target video and honestly it's still quite slow, and lots of mouse clicks too (which people would hate even more when they know about mouse switches degradation = double clicks issue).
Here's my proposal, imo this is the best way I could think of:
modulation.png
Let's just call this "mod window" atm. This will reduce bunch of mouse clicks, while having a whole overview of everything without changing to each modulators to check their amounts. Sliders are draggable.
The modulation ring amount around the knob will also changes accordingly to what you're dragging in the mod window (ring should still exist because I want to see the actual amt position on the knob and if it's bipolar or uni, easier to visualize than the list)

I also drawn a plus below so you can add modulators right away, when you click on it it will show the white modulators list like what we have at the moment.

Ofc this won't show all the extra controls like slew, S&H, quantize, etc.. like in the matrix so you still need open that tab eventually.
So this mod window would have an extra "go to matrix" toggle button and once clicked, it will temporarily switch the bottom tab to matrix, but also have it filtered out contextually (only showing the mod slots that are related to this Drive knob)

Ofc mod order will be consistent too (mod window: A top, C bottom = matrix: A left, C right)

When you close the mod window it will automatically switch back the bottom tab to the previous tab and unfiltered the matrix.

The lock button button will be in the mod window too.
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Last edited by jtsterays on Sun Dec 21, 2025 8:52 pm, edited 1 time in total.

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