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UAD Powered Plug-Ins Manual v5.2 - Just Music

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4. Blend the absorption properties of the two materials by dragging the Blending<br />

bar. The relative amount of each material, expressed as a percentage,<br />

appears above their respective pop-up menu. Drag the Blending bar to the<br />

right to emphasize the first material, and drag it to the left to emphasize the<br />

second material. To use only one room material, drag the Blending bar so<br />

the material is set to 100%.<br />

About the<br />

Materials<br />

Some materials absorb high frequencies and reflect low frequencies, while<br />

other materials absorb low frequencies and reflect high frequencies. This<br />

characteristic is determined by the material surface and density.<br />

Fiberglass, for example, absorbs high frequencies. When high frequencies<br />

strike fiberglass they bounce around inside the fibers and lose much of their<br />

energy.<br />

At a thickness of 100%, fiberglass rolls off the high frequencies, a little bit<br />

each millisecond. After a while the high frequencies dissipate and the low frequencies<br />

linger. If we were to take fiberglass and increase its thickness to<br />

+200%, the high frequencies would roll off even faster. At +200%, this high<br />

frequency decay happens at twice its normal rate, producing a very heavy reverberant<br />

tail. At -200%, a very “sizzly” late field is created.<br />

Some materials, such as plywood, naturally absorb low frequencies while reflecting<br />

high frequencies. Since plywood is usually very flat with little surface<br />

texture to capture high frequencies, high frequencies tend to be reflected. At<br />

+100%, the reverberation produced is very sizzly and increasingly bright. At<br />

-100%, it is very heavy.<br />

Keeping this in mind, if you look at the graphics in the material control panel,<br />

you can get a sense of how chosen materials, material blend, and thickness<br />

will affect the decay rate as a function of frequency. Hard materials that have<br />

lots of small cavities (Brick, Gravel, Plaster on Brick) and soft materials (Carpet,<br />

Grass, Soil) tend to absorb high frequencies. Flat, somewhat flexible materials<br />

(Heavy Plate Glass, Hardwood, Seats) tend to reflect high frequencies.<br />

Marble is the one material that tends to uniformly reflect all frequencies.<br />

You probably noticed the artificial materials the top of the Materials menu.<br />

These are materials designed to have predictable behavior and can be very<br />

handy for achieving a desired reverberation preset when you know what decay<br />

rates you desire. All these materials preferentially absorb high frequencies;<br />

they give the selected decay time at low frequencies, and a much shorter<br />

decay time at high frequencies. The frequency in each graphic is the transi-<br />

<strong>UAD</strong> <strong>Powered</strong> <strong>Plug</strong>-<strong>Ins</strong> <strong>Manual</strong> - 262 - Chapter 31: RealVerb Pro

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