acoustic simulation with AuVi 0.7

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Camilla Tetti

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Jan 9, 2026, 12:34:08 PM (8 days ago) Jan 9
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Hi everyone, I’m working on my Master’s thesis involving the acoustic simulation of a recording studio, and I’ve run into a few geometric modeling issues.

First, I’m unsure about the best way to handle doors and windows. To maintain a manifold (watertight) mesh, should I model them as integrated parts of the shell or as separate intersecting geometries? 

Second, I have several floating ceiling clouds and cylindrical diffusers. Since the ceiling panels are suspended, both faces are exposed. I’m having trouble with surface normal orientation—the software seems to ignore reflections on the 'back' side of the planes. What is the best practice here? Should I give them a small thickness or is there a way to make the surfaces double-sided?


Thank you very much in advance. 

Here's a photo of the space I have to model and simulate. Of course the ceiling is missing now. 


Screenshot 2026-01-09 at 18.23.25.png

VI-Suite

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Jan 12, 2026, 3:39:09 PM (5 days ago) Jan 12
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Hi.
To answer your first question, on the one hand your glazing surfaces could simply be faces in line with the walls as the window reveals probably won't have a significant impact on the results, on the other, as you don't seem to have any complex window frame geometry in your model, you could simple extrude out your in line window surfaces to create your reveals.
For the second question the way I generally I recommend is to do boolean difference operations on the room shell with your internal geometry. If both the room shell and interior objects are manifold then you can do a manifold boolean difference and the interior geometry will be taken away from the room volume and leave you with a new manifold volume of the room that now contains the surfaces of the interior geometry. Use the 'transfer' option for the materials in the "Solver Options" section of the boolean modifier if you want the materials from the interior geometry to propagate to the new surfaces on the shell mode. 
Cheers
Ryan 

VI-Suite

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Jan 13, 2026, 8:50:33 AM (4 days ago) Jan 13
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Just one other thing to keep in mind.
A bug was found in pyroomacoustics, and for now you should keep your scatter coefficients to 0. This bug has been fixed in pyroomacoustics 0.9.0, but the VI-Suite is still using 0.77. The update to 0.9.0 should happen with my next master commit, but you will need to reinstall the VI-Suite to update the version.
Cheers
Ryan

Camilla Tetti

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Jan 15, 2026, 9:36:35 AM (2 days ago) Jan 15
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Thank you for your answer. I'm gonna try what you suggested me. 
Do you already know when your gonna commit the new version updates?
Cheers
Camilla

VI-Suite

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Jan 15, 2026, 9:39:29 AM (2 days ago) Jan 15
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They were committed yesterday to master branch. I've only tested it on linux and Mac so far.

VI-Suite

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Jan 15, 2026, 2:47:23 PM (2 days ago) Jan 15
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Seems pyroomacoustics 0.9.0 breaks Blender 5.0 on windows. 5.1 alpha works though and when I replace msvcp files in 5.0's Blender.crt folder with the ones in the 5.1's folder it works. Whether this creates other problems though I don't know.
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