Whoa!!!
William, easy... down boy...
I mean, geez, it's all basically "faked" around here! [;)]
My point was simply that one could create a phymod Ondes that truly rivaled the real thing, at least as far as anyone listening to a recording could tell.
In general, phymod actually can be very interesting to work with, owing to the fact that it's somewhat chaotic -- you can get behaviors that are much more "true" to the real instruments. Really, until the VSL performance instruments showed up, the best virtual clarinet I'd ever heard was a demo done on a Yamaha VL-1. Now, the real problem is that this demo had to be created by a clarinet player, using a breath-controller -- the technology isn't accessible to a wide range of musicians, because the control structure is just too complex. And that's the big problem phymod faces -- learning to control the instruments it just too difficult, and the vast majority of instrumets simply can't be played using a keyboard because the control structure is not suited to the instrument being modeled (a flute is not a percussion instrument, after all).
But the idea behind physical modeling is a sound one (no pun intended), and I think it very likely that it will find its way, in some interesting new hybrid form, into the virtual orchestras of the future. So don't be down on phymod just because it's been abused in the virtual synth market. The limitations of it are still basically down to our lack of understanding of how the orchestral instruments really work, processing power, and particularly how we might manage the vast range of control parameters in a unified, dynamic way.
J.