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Bongo 2 Keygen For Mac

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by nexchespdepus1970 2020. 2. 14. 21:02

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One-shot revolutionOne-shots are no longer limited to the velocity dimension. Chromaphone uses the entire keyboard range to modulate volume, mallet noise and stiffness, noise filter frequency and density, hit position, and coupling to open a whole world of expressive sounds—and that in a totally stepless fashion. Creative drum kitsChromaphone ships with ready-made creative kit patches where each note provides a new sound slightly different from the previous one. Over the entire keyboard range the sound morphs from bass drum to snare to hi-hat.

Discover a mixture of electronic and acoustic qualities intertwined to form highly playable, addictive, and always fresh drum sounds. PlayfulDirect access to FX shortcuts, performance settings, and the arpeggiator. PerformanceChromaphone 2 will match your playing style or musical context with ease thanks to the tap tempo and sync to host clock options; up-to-4-voice unison; and the flexible vibrato. ArpeggiatorReady, willing, and able, Chromaphone 2’s arpeggiator offers various syncing resolutions, playing algorithms, and rhythmic patterns that will spruce up any chord progressions into percolating melodies or pulsing sequences. Mix and matchChromaphone is an atelier for musicians and producers. At the turn of a few knobs, become an instrument maker, shaping metal, carving wood, and stretching skins. Craft and play expressive and responsive instruments that have a real-life presence.

ResonateInstruments are created by combining acoustic resonators. A wooden bar makes a xylophone, turned metallic it becomes a glockenspiel.

Adding a tube transforms it into a vibraphone or marimba. Plates shape up in bells and cymbals. A drumhead combined with a cylinder becomes a bass drum, snare, conga or bongo. Mix and match strings, plates, drumheads, membranes, beams, bars, and tubes to reproduce real-life instruments or create original ones. Perfect couplesChromaphone is the first synthesizer that takes into account the effect of coupling between resonators. Bringing together acoustic objects, for exemple the string and soundboard at the bridge of a guitar, changes the way each of them vibrates. A proprietary technology models precisely how objects interact and exchange energy thereby capturing key acoustic behaviours of musical instruments and resulting in sounds that have a real-life presence.

The perfect strokeShape the attack with the Mallet module which provides the triggering impact. Use the Amplitude and Stiffness controls to craft different type of sticks, mallets, and beaters, and the Noise parameter to bring texture to the hit. All can be modulated by keyboard velocity and pitch to provide great playing dynamics.

Get noisySustain is provided by a flexible noise source. An envelope generator and filters provide tailored excitation to complement impacts from the mallet.

A density parameter controls the rate at which noise samples interact with the resonators from random individual particule-like hits to a fully continuous flow. Loud or quiet, bursting or evolving, dense or porous, broadband or filtered, this noise source is the key to unusual and creative effects. Bare naked—All suited upYou’ll love the pure raw sound of Chromaphone 2, but the built-in effects will bring it to so many places that you’ll enjoy having them on hand.And you have a chock-full of them to choose from: compressor, equalizer, delay, distortion, phaser, chorus, flanger, wah wah and notch filters, and reverb.TutorialsLearn more on how to use Chromaphone 2 More than one hour of tutorialsA complete video series of tutorials on Chromaphone 2. Learn all about the ergonomics, the modules, and the sound of our acoustic object synthesizer. Buzzing AroundThe community has good things to say about Chromaphone.

Extremely flexible and powerfulThe math behind this is very complex, but Applied Acoustics Systems has done an amazing job of completely hiding the complexity to create an extremely flexible and powerful instrument that's both fun and easy to use—and that’s quite a feat!. KnockoutAll in all, Chromaphone 2 is a knockout example of physical modeling, wrapped in an interface that is remarkably easy to understand.

The most intuitive physical modeling synth to date. MusicTech Excellence award—10/10The depth and roundness of the more percussive categories is incredible, and because all of the sounds are completely synthesized without samples or wavetables you won't get any machine-gun effects during fast rolls and so on. Liam O'Mullane, Music Tech. Wonderfully dynamic—9/10With its physical modeling, Chromaphone produces wonderfully dynamic, expressive sounds. Experimenting pays off, as just the turn of a knob or two can yield completely different, unique sounds.

Novel and cleverDownload the trial version—you'll find a novel, clever instrument that makes sounds your other virtual intruments don't make. Amazing variety of timbresIt creates an amazing variety of timbres: anything from the tiny plink of a short, taut string to the massive roar of a giant detuned gong, and all points in between. It's hard to think of another software instrument which is quite so versatile. What type of copy protection does Chromaphone 2 use?All AAS instruments use a proprietary copy protection based on a challenge/response mechanism. Can I re-authorize Chromaphone 2 if I upgrade or change my computer, or have a computer crash?The license agreement for Chromaphone 2 allows authorization on up to two computers which belong to you. You might need, however, more than two authorizations if for example, you get a new computer or change some piece of hardware such as the hard drive. In these situations, it won't be a problem to obtain additional authorizations.With your product serial number, you will be able to generate two different authorizations every 90 days directly from our website.

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Beyond that threshold, you will have to provide an explanation of why you need an additionnal authorization. Do you offer educational pricing?We do offer educational discounts on our products to students and teachers.

Site licenses, representing a substantial savings on the regular price of the products, are also available to educational institutions. For more information on educational pricing or to order please contact by email or phone. What’s included with my purchase?. Links to the Windows and Mac OS X installers (less than 35.0 MB).

Serial number. License for two computer installations (e.g. A laptop and desktop). Standalone application (runs without a plug-in host). VST, RTAS, and AAX Native plug-ins for Windows. AU, VST, RTAS, and AAX Native plug-ins for Mac OS X.

Manual (PDF)Are upgrade paths available for Chromaphone 2?Yes, all the upgrade options are available from your Offers page—the Upgrade button below will take you there.

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I’m not super familiar with bongo, (just looked at a couple youtube vids, as knowing there was no mac support it wasn’t worth bothering with for now), however blender can more than likely do everything Bongo does and then some.It has support for all kinds of parent child stuff, configurable restraints and constrants, fCurve editors, and a large variety of keyframe assistants for things like ease in - out, cyclics, data driven keyframe drivers, etc. LewnWorx:Somebody at McKneel is working on a plugin for blender to enable using it’s Cycles render engine in conjunction with Rhino, and my guess is that when complete willmore than likely will greatly ease the export process as well.I guess some wires got crossed here.used to develop the Cycles render engine in Blender. He is now working on a Cycles plug-in that will run in Rhino.

It’s not a plug-in for Blender but for Rhino. There is no functional relation to Blender here in any way. Unless I’ve totally missed that part, at which point I’m sure Nathan will correct me.

MonaOates:what is the best file to export from Rhino to import into Blender?Do you have a preference?OBJ is probably the safest bet, but FBX should work fine too. You can try COLLADA (.dae) as well, if you run into problems you can poke me, I used to work on COLLADA support in Blender, so I might be able to help there.Probably doing piece-wise export helps with the import steps, materials I wouldn’t worry about, it’s likely better to (re-)create them in Blender.I haven’t really tested Rhino and Blender as part of a pipeline, but my guess is that your objects will get exported with their origo at world origo. If that happens you should relocate object origo to geometry center before continuing with other pieces.Of course, having object origo elsewhere than geometry center is possible, it really depends on how you need to animate.Lastly, if you want physics and constraints like hinges and springs this you can add in Blender to your objects.

There’s even real-time animation and manipulation possible.Back on Bongo, I’ll make an inquiry with what the plans for Bongo on Mac are if any. Agree with Nathan.

I use obj, as it keeps the object names from rhino. Makes identifying things a LOT easier.I’ve set up a default startup file in blender that besides my various default lights, compositing nodes and multi pass render layer and environment stuff also has a few nested null objects (blender calls them empties), so when I import the obj I can parent them to the topmost empty in the chain. I model principally in mm’s and blenders units take that to be 100x the size, so after I set everything to be parented to the top empty I set the scale of that empty the 0.01 in x,y, and z to get everything back to scale with the default studio backdrops I have in my startup file.

From there I start moving various individual objects from the import to go under the other nested empties for animation purposes (like if things need to rotate or move in relation to each other, etc)Another trick I use a lot is to name multiples of objects in rhino to the same thing if they all fall under the same empty node and will need the same material for render purposes. They’ll still have thier original special relationships and geometries but I can the assign one material to them all in one shot.The other stuff I’ll do animation wise is setup simple formulas between attributes as drivers if for example I have a gear train or something and one gear has 30 teeth and the other has 10 I can define one to have its rotation be 1/3 of whatever the rotation of the other is. Just using drivers like that allows you to quickly set up some what would. Be really tedious to key frame. Then all I typically need to do is key frame one object and several others will take care of themselves. In other cases I’ll use constraints.

My stuff isn’t that complicated so I generally don’t need to dive into full scale rigging with. Bones and Ik and whatnot.The rigid body and soft body physics are also there if you need them, and you can do some very slick stuff with that if you need it. Be careful of the fluid sim stuff, as it’s addicting as all he’ll and you can lose hours if.not days playing with that. I’ve had absurd fun dropping my models in tanks of water and then key framing the gravity for grins just to watch tiny little models start miniature psunamis.There’s tons of extremely good resources on YouTube for most of this stuff.Once you get your head around it’s somewhat funky ui it’s very usable.

I’m cranking out several hundred frames a day with it. Takes a bit of tweaking to get cycles optics for your usual stuff but once you’ve got it dialed in it will make a huge difference in render times and it’s well worth the time invested as it can cut your frame render times drastically, particularly if you take advantage of render layers. No sense in burning tons of render time applying hundreds or thousands of samples to a background object when 20 will do so breaking stuff up into render layers is well worth it for animations. When I started my per frame render times would typically be in the 10-12 minutes range and now they’re usually well under 3, even with the model having lots of reflections and diffractions, transparencies and volumetrics, etc.Hope that helps. MonaOates:if I export all at once then Blender treads the object as one and not as individual parts.

Any suggestions on how to approach this issue?In Rhino, assign unique material names to objects that you want to deal with separately in Blender. The materials can all be basic white just make sure they have unique names with no spaces use underscores. Export from Rhino as obj making sure to include material definitions and swap the Rhino Z for the Y axis.In Blender, select the imported obj which will be one mesh. Press Tab to enter edit mode, make sure all verts are selected by pressing A in edit mode if they are not already highlighted. Then press P and select “separate by material”.

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Tab out of edit mode and you’ll have the separate selections you need for material assignment and animation.