Multichannel Texture / Montage Guides

These guides match the Package Browser’s Multichannel Texture / Montage group. They cover slice, loop, and montage-oriented processes that build multichannel structures over time.

Scatter Slices

Use this when you want selected media items sliced and rearranged across a target multichannel duration.

Selection:

Core decisions:

For denser renders, use more slices and moderate gain. For more open renders, reduce density and increase minimum spacing or use a thinner density envelope. If the source has defined attacks, marker or transient-like manual slicing preserves those boundaries more directly than very small even slices.

Loop Drift

Use this for seamless loops distributed into a multichannel bed where each channel or group drifts away from the others through rate, phase, and source-pool variation.

Selection:

Important controls:

Use moderate rate spread and a longer crossfade while setting the loop behavior. Increase drift after the loop seam is smooth.

Loop Rift

Use this when you want Loop Drift behavior with openings, dropouts, and partial loop sections rather than continuous beds.

It preserves source identity more than a glitch process: sections appear as parts of the loop entering and leaving, rather than tiny click-like fragments.

Important controls:

If the result feels too choppy, increase minimum section length and fade time, then reduce rate instability.

Texture / Montage Utilities

These actions create multichannel arrangements from selected items without opening a large editor. Most of them write a new media item and leave the source item in place. Use WAV-backed media when possible, especially when the action renders a new file.

Slice and fragment tools:

Repeat, echo, and motion tools:

Channel-density and grouping tools:

Common settings:

When a process uses markers, project markers and active-take markers can be used as boundaries where supported. Take markers travel with the media item; project markers stay fixed on the project timeline.