NodeGroup Usage Guide: CycleAcoustics Material ********** General ======= .. image:: ../images/CycleAcoustics/shaders.jpg This material nodegroup is intended for use with the CycleAcoustics add-on for reverb impulse response generation. CycleAcoustics Introduction Video ---------- `https://www.youtube.com/watch?v=ryuO1TvM370 `_ Controls ======== Low Freq Absorption ------------------- The proportion of low frequency sound energy **not reflected** off the surface. 0% means that the sound gets reflected at the same intensity as it hit the surface. 100% means no reflection. High Freq Absorption ------------------- The proportion of high frequency sound energy **not reflected** off the surface. 0% means that the sound gets reflected at the same intensity as it hit the surface. 100% means no reflection. Permeability ------------ The proportion of sound energy **transmitted** through the surface upon contact. 0% means the sound is only reflected and never goes through the surface. 100% means the surface is just like air. Internal Damping Distance ------------------------- When **leaving** a material (which is when a sound ray passes through a surface with a backfacing normal), a the intensity of a "sound ray" is decreased based on how far the ray traveled in the interior of the material. This is to simulate how the *thicker* a wall is, the less sound can be heard through it. The "internal damping distance" is the distance in Blender Units at which the sound intensity is dampened by 50%. The dampening is exponential. Diffusion --------- This setting simulates rough surfaces that scatter sound waves, such as carpets. The typical use case of this setting is when you have smooth or flat geometry with a bump/normal map on it that makes it look textured/rough.