Color & Texture
Color and Texture are where one IR can start turning into something it was not before.
Color
Color makes a changed copy of the current IR and mixes that copy back in.
That gives you three simple questions:
Time — how different should the copy's timing be?
Leave Time near 1.00 for small differences.
Move it further away when you want the copy to become obviously shorter or longer.
Very small differences around 1.00 can create phasey, metallic or comb-like tone changes because the original IR and its altered copy interfere with each other.
Offset — how much later should the copy begin?
Small Offset values can make the interference change dramatically.
Larger values can feel more like a separate ghost event, reflection or slap inside the IR.
Offset ranges from 0–500 ms. The first few milliseconds are useful for phase/comb color; the wider range can create clearly separated reflections and rhythmic spacing.
Amount — how much of the copy do you want?
Start lower than you think.
The useful point is often where you notice the new character without losing the original IR completely.
C1 and C2
A and B each have two Color layers.
That means you can create one subtle extra layer with C1 and then use C2 for something different—for example:
- C1 very close in Time for a phasey tone;
- C2 further away with Offset for a second reflection or texture.
Texture Depth
Texture repeats the Color idea in generations.
Think:
Color makes another version. Texture lets that version make another version.
- 0 = off
- 1 = one extra generation
- 2–4 = deeper and denser
Start at 1. More depth is not automatically better.
See more Color phase recipes →
Random and reset
The small Random button beside Color keeps the current file and tries a new Time/Color/Texture treatment.
Double-click Color to reset Color and Texture for that slot without replacing the loaded IR.
Technical background
A Color layer is a time-resampled, delayed and gain-scaled copy of the slot that is summed back with the original. When two closely related versions are combined, their timing differences create frequency-dependent reinforcement and cancellation—what you hear as phasey or comb-like coloration. Texture recursively feeds each new Color generation into the next.
