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Hi everyone 🙂 Lately I’ve been making a lot with morphing techniques to generate long sustain textures and heavy sound beds for my work. In this example, I’m morphing multiple rocky (recorded in Croatia) and spectral beds (made in Serum2) sound sources together to create a continuous evolving texture that works great for fantasy power sources, sci-fi atmospheres (when cleaned up further with denoisers), energy cores, environments, and abstract elements. This method can use up to 32 layers morphing with each other. Here I’m using around 10 sources, but the depth scales quickly as you add more material. What I like about this approach is that it creates a strong raw foundation that can then be pushed much further. From there I can heavily denoise, pitch shift, stretch, use vocoders or process the result with tools like Traveler or SpinTracer to extract whooshes, movement, and designed elements exactly where I want them. This works not only with rock textures but also with water, air, metal, organic sources, basically anything. I’m currently working on a video tutorial breaking down the full process and how to turn these morphing beds into usable sound design assets. It has been a great starting point for building rich, dense layers ready for further creative design. Sorry for delaying my videos and activities online recently, I have been working on finishing my first book about Audio Mixing and Sound Design which should be out very soon! (finally..) - I will be back with quite a lot of content in the months to come! My Portfolio: https://paullouisrenard.wixsite.com/p...