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[Dynamic Lighting] Blocking light, but not vision & drawing directional light cones

Hello, I'm trying to do a couple things with dynamic lighting, and ran into two use cases I can't seem to get to work. Maybe they just can't work, period, but maybe someone has figured it out. Is it possible to somehow block light, but not vision? Something like tinted glass that player tokens can freely see through, but that doesn't permit light to pass through. Is it possible to draw directional light sources behind the emitting or an overlapping token/image? Or just push light sources "to back" in general so I can draw other things on top? Mostly for aesthetics, because I really dislike how directional lighting drives this wedge into your token because it emits from the center and is always drawn on top of everything else regardless of layer. And I'd like to have a "covered" light source that is dark on top (but not permanent darkness/vision blocker), but emits light around itself
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Saladful! 1 Yes! with one way barriers. Here is a setup with a bright light in a room that can be seen into but light and vision do not escape. There is dim light outside the room. DL layer: Token Vision: 2. Can you provide a screen shot? I don't see a wedge. 
Hey, one way barriers sadly only solve half the problem, as the "inside wall" still acts as a line of sight blocker. What I'm trying to finagle is a barrier that only blocks light, but not line of sight. Directional light cones are drawn underneath the token if you're the token's controller. The wedge I'm referring to is what happens when an outside observer sees the light source. This isn't a massive issue on player tokens to me, but it is very ugly for what I'd like to accomplish. I am trying to create a house with light sources inside, that shine cones of light outside through windows, illuminating part of the street. Technically easily enough accomplished with creative placement of walls and/or one way barriers, but I want the roof of the building to be accessible to players, meaning the building itself can't be a dark/blocking volume. Here's a sketch of what I'm trying to accomplish (the red square is a house, left side is the desired effect of "this looks like light pouring out of a window", right is the current state of affairs): I tried to bypass this by carefully cutting the window portions of the building out, transforming them into tokens, and giving all players control over those tokens, then giving the tokens directional light. This achieves the above effect where the light source is drawn behind the token for all observers. However, this effect stops once I move the token to the map layer, so I'm back to square one.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ah, I understand better what you are trying to accomplish. I'm not sure I have any good solutions here...
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Edited 1659685787
treat the dynamic light line as a door?  also assign the light source "bottom" when you right click it, so if its inside the house, and the house has a rug, you can hide it under the rug.
1659710084
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hiding a light source is fairly simple, just assign it to an Invisible Token , then lock it (right click menu).