3way Pics

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3way Pics
http://home.iprimus.com.au/gradds/pyramid.htm
to moderator,
I know I posted this below, but that was in the middle of another thread, and I really want people to see them !!!
Wow, those look nice. And I'm betting that they sound really nice as well, I for one really like the sound of vifas.
Nice job Andy! I'll see you in chat!
-Chris
Location: Victoria, BC, NA, Sol III
Andy,
Another non-rectangular masterpiece. Nice to see the 3-way series XO.
dave
__________________
Stay safe. Stay home. Respect the 2m bubble.
nice job!
1. would like to know ow a series XO works.
2. what is the listening ht.? Is that for teh tweeter or mid or in between both?
3. have you tried reversing the tweeter and mid positions?
__________________
...still looking for the holy grail.
should be:;
http://home.iprimus.com.au/gradds/se...ss-oversKA.htm
should the listening height of flat baffle speakers be?
1. level with the center of midrange?
2. level with center of tweeter?
3. between the 2?
I think level with midrange might work better as time alignment of the midrange voice coil will be alsmost same distance from ear as tweeter voice coil.
__________________
...still looking for the holy grail.
to quote from ken ahern..
So as I continue my silly analogy, two groups of frequencies are coming down the path and come to the split. The high freqs look at the inductor to the right and say, "That doesn't look good!" so they head of to the left and the tweeter. Of course the low freqs (who have no resistance to inductors) reach the opposite conclusion and head to the right. When the low freqs get past the inductor, they see the cap up ahead and decide to take the cut across to the left path and face the woofer that goes with it. Meanwhile, the high freqs have just gotten past the tweeter and are quite relieved to take the cut across to the cap which offers them little resistance.
now how do extend this to second order series XOs?
regards
navin
__________________
...still looking for the holy grail.
to extend the analogy (based on circuit at http://home.iprimus.com.au/gradds/se...oss-overs9.htm )...
both freqs are coming down +
the low freqs run through L1 the high freqs run though C2.
the low freqs then dodge C1 and run through the woofer.
the high freqs. meanwhile run the tweeter and dodge the woofer (which is really a inductance) and run through C1.
say a f3 of 2000Hz
L1 = 0.68 and L2 is 0.9
C1 = 14.1 and C2 is 18.8
L1 is effectively a low pass below the f3 of a 0.68mh inductor
C2 is a high pass above the f3 of a 18.8 uf cap.
only some of the freq that have passed a 18.8 uf cap will run through C1 which is smaller and hence has a higher f3
meanwhile only those freqs that are too low to run through v1 (14.1 uf) will run through the woofer.
so the woofer low pass is L1, C1 and the tweeter high pass is C2, L2. right?
__________________
...still looking for the holy grail.
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Home > Forums
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Multi-Way Conventional loudspeakers with crossovers
Originally posted by navin
nice job!
1. would like to know ow a series XO works.
2. what is the listening ht.? Is that for teh tweeter or mid or in between both?
3. have you tried reversing the tweeter and mid positions?
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Pics of Vifa 3 - way pyramid. - diyAudio | Forum
Create a Material for 3 - Way Texture Blends | Unreal Engine Documentation
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Create a Material for 3-Way Texture Blends
© 2004-2021, Epic Games, Inc. All rights reserved. Unreal and its logo are Epic’s trademarks or registered trademarks in the US and elsewhere.
Blending 3 separate textures can be handled by the Mesh Paint tool very easily, but it does require a special setup in the Material. Consider the following graph:
Each of the color channels (RGB) gets its own Linear Interpolation expression.
Each texture plugs into the B input of its corresponding Lerp node.
The Lerp corresponding to Texture 1 plugs into the Material, and its Alpha will be driven by the Red channel from the vertex color.
The Lerp corresponding to Texture 2 plugs into the A input of the Lerp corresponding to Texture 1, and its Alpha will be driven by the Green channel from the vertex color.
The Lerp corresponding to Texture 3 plugs into the A input of the Lerp corresponding to Texture 2, and its Alpha will be driven by the Blue channel from the vertex color.
Texture one also wraps around and becomes the A plug for the 3rd and final Lerp. This makes Texture 1 the default texture.
Once this is set up, the Mesh Weight Painting Tool should be active and the Texture Weight Type setting should be set to RGB (Three Textures) .
Here is an example of this Material, first with the Mesh viewed in RGB Mode, showing the vertex colors in place. Note that with this setup, red corresponds to Texture 1, green corresponds to Texture 2, and blue corresponds to Texture 3.
Notice that where the vertex color in the first image is red (Texture 1) there is no change. This is because Texture 1 is also plugged into the A input of the 3rd Lerp expression (see above), making it the default texture. Essentially, you start with Texture 1 and can paint Textures 2 and 3 down as you see fit, or paint Texture 1 back down over them at any time.
If you were going to be setting up such a Material over and over, this would be a great place to deploy a custom Material Function
!
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