This page covers:

  • How Note Objects are constructed
  • How Note Objects are scaled and positioned
  • Note Object features

Note Object construction

Note Objects

Note Objects are the primary way in which note events over time are displayed in Keysight. Note Objects come in 5 different shapes:

Note shapes

Each shape has two variants: one for white keys, and one for black keys. Finally, each of these shape variants are built out of 3 individual 3D models:

Breakout

In order to display a different Material for the optional border around Note Objects, each 3D model (mesh) piece has three internal material slots shown in the above image as different colours. Each of the coloured portions can be assigned to the "Note body material" or "Note border material" as needed.

Note Object scale and position

Growth behaviour

When a Note Object is created, all three mesh pieces are given a 3D scale of 0.00 in the Y-axis, and their setting-driven X and Z scales. As the Note Object extends over time, the end-cap pieces scale in the Y-axis first until they reach 1.00 Y-scale, and then the middle piece is scaled up as needed (with all 3 mesh pieces also moving during their scaling to appear as one connected piece).

Growth

This means that Note Objects can have a stretched, undesireable shape while the end-cap mesh pieces are still scaling up to 1.00.

Position and direction

Note Objects are forced to a straight path in the Y-axis, based on their note index (pitch). Note direction set under Core > Visual layout determines whether Note Objects spawn at the bottom of the active area by the Piano, or at the top of the Backdrop. Note Object Z-height (important for layering) is given by the Height offset value for each white/black key variant.

Info

The Material assigned to Note Objects is "stamped" downwards in the Z-axis and completely ignores geometry. It appears to be linked to the Note Object via simply panning in the Y-axis at the same rate that the Note Objects move.

Note Object features

(Advanced) Effects > Note Objects > Note body > Shape

Width

By default, Note Objects will use the matching shape for the pitch responsible for their spawning. However, the same shape variant can be forced for all Note Objects using these toggles, which can be useful for presets that require uniform Note Object shape.

Width

Warning

If Always white is selected, adjacent Note Objects from natural and sharp/flats pitches will clip into each other. Consider reducing White key size multiplier or using Always black instead!

Info

For Note Objects, white key width is 2.358cm and black key width is 1.651cm

Geometry normal strength

This slider can be a little difficult to understand. This controls the apparent curvature of the Note Object. When set to 0.00, even if the Note Object uses curved geometry (such as Rounded) it will appear is though it is flat to any lighting and Reflections. This can be useful for creating "flat" Note Objects that still have rounded corners, or reducing the curvature occuring on Reflections (as is the case in the default Quicksilver preset).

Geometry

New note truncates existing note

In the event of notes occuring very quickly on the same pitch, each new Note Object can forcibly "truncate" the previous one and stop it from growing to its minimum size. This should almost always be left on in order to keep each note event distinct, unless desiring a strange blending-together of rapid repeat Note Objects.

Note Objects cast shadows

As physical 3D models, Note Objects can cast shadows from Impact lights. However, it is uncommon for Impact lights to use the Backdrop lighting channel, and so this feature is turned off by default to save on performance.

Note

It also looks kinda bad even in a preset where it's visible. I've never found a good utility for this, and realistically it should have been removed a while ago just to tidy away one more toggle.

Minimum note scaling

Minimum scale exists to combat staccato note on/off events creating razor-thin Note Objects. Any spawned Note Objects will always scale up to their Minimum note scaling value even if released very quickly, ensuring those notes are visible. Here is an example with minimum scaling disabled (set to 0.00):

Minimum scaling

Minimum note scaling is a relative value, and is functionally the "minimum aspect ratio" of Note Objects. At 1.00, the bounding-box for minimum size Note Objects will be a square, regardless of the size multiplier.

Changing this setting is niche, but highly useful in situations like pitch labels where the black keys need to be a bit longer at a minimum to cleanly display their label. A value of 0.50 can also look good on certain Note Object shapes and materials, such as in this preset.

Key size multiplier

This controls size of Note Objects, and is a graph variable that optionally responds to velocity. While gimmicky, this can be used to give louder notes larger Note Objects, which is a very clear way of showing voicing. This size also influences minimum scale, as minimum scale is a relative value to Note Object size.

Warning

Above 1.00 size, adjacent Note Objects will clip into each other.

Dynamic scale

Related features

This section is for features given by other sections of Keysight that affect Note Objects.

Pitch bending

While enabled, pitch bending can "wiggle" Note Objects in the X axis.

Info

This is actually the only horizontal-axis movement possible in Keysight for any Effect!

Dynamic note speed

(Advanced) Core > Visual layout can specify dynamic note speed with velocity. More information here.

Note speed

Sustain pedal extension

Note Objects can be made to release with the sustain pedal under Core > Simulation, "Sustain effect extension.

Warning

While this is very commonly requested and is supported, I strongly advise that you do not do this! I get the feeling a lot of people want this setting because that's how MIDI roll looks in a DAW, but to a lay audience, extending all the notes with sustain pedalling just causes a huge amout of visual noise and removes all readability from the visuals. It can also make Keysight significantly harder to run, since all Effects extend with the pedal, and running a lot of particle systems concurrently can cause issues.