Sculpture objects in Logic Pro for iPad
The objects are used to stimulate or otherwise affect the string in some way. The object parameters discussed in this section apply on a per-voice basis. A number of parameters can be morphed between up to five morph points. These are indicated in the parameter descriptions. For more information, see Sculpture morph overview.
Important: At least one object must be used to excite or disturb the string, because the string itself does not make any sound.
There are a number of different string excite/disturb/damp models available, such as blow, pluck, bow, and so on. These can radically alter the general timbre of the string attack phase, making it possible to create bowed or plucked flute and bell sounds, or guitars with a flute-like attack, for example.
Judicious use of the object parameters can deliver very accurate emulations of real-world instruments, or sounds that are altogether more other-worldly.
It is important to note that each additional disturb/damp object that is activated affects the string. This in turn alters the interaction of any other active object with the string, often resulting in a completely different sonic character.
The goal of changing the sound character is the reason you would use a new object, but the pluck and blow object combination you chose may sound like fingernails on a blackboard, rather than the plucked pan flute you were trying to create—depending on other string settings. Therefore, you need to pay special attention to the model type and strength of objects. You may find that the flavor of the excite object (Object 1), for example, has changed significantly—and you may need to adjust or change the parameters of all objects (and perhaps several string parameter values) after you introduce a new disturb/damp object (2 or 3). Similarly, the selection of a different type of excite object affects the disturb/damp objects—and the string itself—thereby changing the character of your sound.
Repositioning objects also changes the timbre of the string. If you’re emulating a guitar, for example, changing an object position would be similar to picking or strumming a string at various spots along the fretboard.
Object parameters
On/Off buttons (Object 1, 2, 3): Turn the object on or off.
Type pop-up menus: Choose the excite, disturb, or damp type. Your choice affects string interaction and changes the behavior of the Timbre and Variation controls. See Sculpture excite objects 1 and 2 and Sculpture disturb and damp objects 2 and 3.
Gate Mode pop-up menus: Determine when the object is active—that is, when it disturbs or excites the string. You can choose from:
Key On: Between note-on and note-off
Always: Between note-on and the end of the release phase
Key Off: Triggered at note-off, and remaining active until the voice is released
Note: Some object types, such as Gravity Strike, may retrigger the note when you release a key—when in Key On gate mode. If you encounter this artifact, try setting gate mode to Always, or reduce the Strength of the object.
Position sliders and fields: Drag to determine the respective position of each (excite/disturb/damp) object along the string. This parameter can be morphed.
Strength knob and field: Set the intensity of the excitation/disturbance (depending on type). A value of 0.0 effectively disables excitation/disturbance. In contrast to the On/Off button of each object, you can fade in the Strength parameter with modulation or morphing options. This parameter can be morphed.
Timbre knob and field: Determine the timbre (tonal color) of the chosen excitation/disturbance type. Behavior varies between object types. Zero (0.0) is the default value for the object. Positive values make the sound brighter. Negative values lead to a more mellow sound. This parameter can be morphed.
Variation knob and field: Adjust this additional timbre parameter. Behavior varies between object types. This parameter can be morphed.
VeloSens knob and field: Reduce velocity sensitivity to 0. Excite objects are velocity sensitive, but this may not be appropriate for all sounds, which is where this parameter is useful.
Note: An object is velocity sensitive only when a type that actively excites the string is selected. The VeloSens control is available only for objects that are velocity sensitive. Object 1 is velocity sensitive. Object 2 can be both, depending on the object type you choose. Object 3 is not velocity sensitive.
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