u-he MFM 2.5 released

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Compared to version 2.0, this GUI lacks the creative imagination in the design of it. It's like it's designed by a coder or maths teacher, not an artist. The colours, the blockiness, the weird knob design, the matrix thing squashed into the middle. It may be more practical to be understood, but it's not pretty. The repetition of the section labelling, is another thing which is rather maddening, as is having red text on a dark background.
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The new GUI is fantastic. It makes all the features much more accessible. Thank you for this great update. One wish though: could you implement a Quad output channel version for surround work?

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THE INTRANCER wrote: Thu Sep 08, 2022 1:48 am The repetition of the section labelling, is another thing which is rather maddening, as is having red text on a dark background.
There's several things in the design that feel rushed at best... but the worst to me seems to be that input patch-fields, output patch-fields, modulation sources, filter types, FX types and more all look identical - that makes the thoroughly crowded GUI even more confusing and hard to navigate.

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jens wrote: Thu Sep 08, 2022 12:27 pminput patch-fields, output patch-fields, modulation sources, filter types, FX types and more all look identical
I wouldn't say "identical", I would say "consistent", which is an equally as consistent design principle.

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dreamvoid wrote: Thu Sep 08, 2022 4:20 am The new GUI is fantastic. It makes all the features much more accessible. Thank you for this great update. One wish though: could you implement a Quad output channel version for surround work?
I can't promise anything just yet, but we'll be working on multi-output things - in general, not specifically for MFM2 - in the near future.

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Urs wrote: Thu Sep 08, 2022 12:41 pm
jens wrote: Thu Sep 08, 2022 12:27 pminput patch-fields, output patch-fields, modulation sources, filter types, FX types and more all look identical
I wouldn't say "identical", I would say "consistent", which is an equally as consistent design principle.

What I meant is the lack of colour coding, which would help to reduce the clutter (that is mainly due to your choice of making the GUI single page/tab) significantly.

I say this as someone what's been really interested in MFM for like two decades or so - but with each version I end up thinking something along the lines of "nah, I don't have time for that"...

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jens wrote: Thu Sep 08, 2022 12:47 pmWhat I meant is the lack of colour coding, which would help to reduce the clutter (that is mainly due to your choice of making the GUI single page/tab) significantly.
We decided to colour code delays 1+2 vs delays 3+4, which helps to untangle the myriad of routing options. Adding a second dimension of colour coding would be an interesting challenge I think. Might be possible, but not sure the result would suit our vision.

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Which I understand - it might indeed perhaps look "better", more consistent like this...

but it's really a whole lot of stuff and then some right there on the screen, that the brain needs to navigate through - it's such a powerful beast - which I love, but: to be able to access a lot of different types of functions quickly the brain needs to be able to group them/distinguish between them easily in a way.

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Congratulations! The old GUI creatively comported with the circular feedback concept and is a product of its time. The new GUI is easier to comprehend and consistently attractive with the rest of the portfolio.

The new FX are fantastic. With granular and diffusion I quickly made disintegrating delays and unstable harmonizers. The pre-filter and transient knob is very useful, especially on drums. The pre-existing components like MIDI input, compressors, and modulation make this most powerful and creative non-modular delay in my arsenal and quick to tune.

CLAP, MTS-ESP, and things like Windows junction link support are very much appreciated. It's this attention to detail and the future that instill confidence in the brand.

Dan Worrall's video for MFM2 attuned me to it. His ability to show possibilities is a gift to his viewers. Would love to see what he can do with the new features.

Request for a future feature: external sidechain for the compressors.

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Urs wrote: Thu Sep 08, 2022 12:44 pm I can't promise anything just yet, but we'll be working on multi-output things - in general, not specifically for MFM2 - in the near future.
Thank you for the info. I have Uhbik too and used it sometimes for surround FX. Multi channel is generally getting more and more important - more than half of my work is now in surround and Ambisonics. In the multi-channel FX department there is a big gap of available processors.
Sometimes I build certain things in Cherry Modular for e.g. Quad processings, but that is time consuming.
Last edited by dreamvoid on Thu Sep 08, 2022 4:53 pm, edited 1 time in total.

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jens wrote: Thu Sep 08, 2022 1:23 pm Which I understand - it might indeed perhaps look "better", more consistent like this...

but it's really a whole lot of stuff and then some right there on the screen, that the brain needs to navigate through - it's such a powerful beast - which I love, but: to be able to access a lot of different types of functions quickly the brain needs to be able to group them/distinguish between them easily in a way.
Copy the skin to a new folder and recolor as you please! That’s the lovely thing about U-he skins. You can customize them as much as you’d like and recolor jobs are relatively easy. Enough that I’ve been able to do them for other products. I frankly love this new skin.

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Does anyone remember Urs saying new filter models were going to be included in the upcoming filterscape? Or is it mainly going to be a GUI refresh?

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masterhiggins wrote: Thu Sep 08, 2022 4:32 pm Does anyone remember Urs saying new filter models were going to be included in the upcoming filterscape? Or is it mainly going to be a GUI refresh?
Arrrgh, did I? We're replacing the existing filters with mathematically better models, as we did in MFM. They'll play nicer with fast modulations.

I have added new (analogue) models to Runciter in our internal builds, but as I'm pretty much fully caught up in Z3 development, Filterscape won't have completely new filters. At least not initially. It's more important to us to get past product maintenance ("technical debt"), which means updating Filterscape, Uhbik and Tyrell N6 to our latest code base.

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Filterscape with new GUI would be enough for this license holder. Then, after Z3, I‘ll happily pay the 20€ for a new major version with all the improvements and extensions you feel Filterscape needs. Just throwing new filters at it for the sake of checking the checklist doesn‘t sound like a good investment of time.
..off to play with my music toys - library music production.
http://www.FiveMinuteHippo.com

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Funkybot's Evil Twin wrote: Thu Sep 08, 2022 3:35 pm
jens wrote: Thu Sep 08, 2022 1:23 pm Which I understand - it might indeed perhaps look "better", more consistent like this...

but it's really a whole lot of stuff and then some right there on the screen, that the brain needs to navigate through - it's such a powerful beast - which I love, but: to be able to access a lot of different types of functions quickly the brain needs to be able to group them/distinguish between them easily in a way.
Copy the skin to a new folder and recolor as you please! That’s the lovely thing about U-he skins. You can customize them as much as you’d like and recolor jobs are relatively easy. Enough that I’ve been able to do them for other products. I frankly love this new skin.

Ah, I didn't know this - that's great info! I'll have to look into that. Thanks!

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