Really loving the Dynamic Lighting - particularly with colour. It adds a huge amount to the game Echoing some of the comments above, though - it feels that some of the maths could be a little off in how it's calculated. I hope you don't mind a bit of feedback... Rather than light contribution being the intensity of the light multiplied by the light's colour, it seems somehow as if the lights are converted to a dimmer un-coloured light, and the colour value of the light then added . So - in the real world, a primary red light should be purely in the red channel in red/green/blue. i.e. 1, 0, 0 - and this value is then multiplied in to any token or map pixel. So a pixel that is green, blue, black - or any combination of these - under a red light should appear black, as it has no red component. E.g. blue pixel under red light in rgb: [0, 1, 0] x [1, 0, 0] = [0, 0, 0] Black result. But, in Roll20, it doesn't. It's more akin to: [0, 1, 0] x [0.5, 0.5, 0.5] + [0.5, 0, 0] = [0.5, 0.5, 0] Purple result. It has the effect of half-lighting the original pixels and then "bleaching" the pixels with the light colour value. So - what seems to be going on is that the standard (white/transparent) light value is halved; this is multiplied in to the pixels; and then half the colour of the light is used additively on the pixels. This isn't correct in terms of how light works. You can test this by creating a "white-coloured" light in Roll20 (not a standard un-coloured light - actually set the light colour to white in the coloured light settings). This should, in theory, be exactly the same as a standard un-coloured light - but it isn't. It acts somewhat like a standard un-coloured light, but now it washes out all the black pixels with its additive contribution. If the maths was working correctly - colour value multiplied into the original un-coloured light intensity and then using this resulting value to multiply all pixels lit by this light, then it wouldn't do this. You'd just get a standard uncoloured light. Real world light maths should be: litPixelResult = pixelColourValue x lightIntensityValue x lightColourValue But - the maths in Roll20 seems to be: litPixelResult = pixelColourValue x lightIntensityValue/2 + lightColourValue/2 A primary red light in Roll20, for example, seems to be doing the maths: pixelColourValue x [0.5, 0.5, 0.5] + [0.5, 0, 0] This means that a black pixel will turn dark red: [0, 0, 0] x [0.5, 0.5, 0.5] + [0.5, 0, 0] = [0.5, 0, 0] The more coloured light contribution you have, the more the black pixels will be brightened. This has the effect of losing contrast on everything. The final result of all the combined lights in a scene should be additive - but only when the result of the action of each individual light on the pixels has been worked out first. overallLightResult = light1Result + light2Result + light3Result I know there's a lot to break down there - but hopefully someone who's already doing the maths of this can understand what I'm talking about. Again - loving the system, and the game play - but I feel that this fix would make a huge difference. Thanks.