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Dynamic Lighting: Rainbow Effect With Multiple Tokens - Known Issue?

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Edited 1763060740
Wondering of this needs to be reported as a bug? Here I have, on the lighting layer, 3 lights from the Lighting Menu placed on torch tokens (which are on the Map layer - which itself is a hand-drawn map I completed in 1982, FWIW): The characteristics of those lights are seen below. The tint applied is from the colour dialog, #ff9900:   When I have a token on the token layer with a 5 foot low light applied, I get this effect that the players see:  With a 5 foot bright light, I get similar, but like this: This has been totally workable, just weird to see. Is this a known effect, then? -- Tim
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Tim! Yes. This is a known and probably unavoidable issue. The blending modes possible in a browser are very limited, and colored "light" will nearly always give unexpected results when overlapping. Bright light confounds the issue even further, because it is multiplicative and will easily resolve to colorless fully transparency (what we perceive as "bright white"). My advice is to use tinted light and vision as little as possible, and try never to overlap them. It's not worth it.
keithcurtis said: Hi Tim! Yes. This is a known and probably unavoidable issue. The blending modes possible in a browser are very limited, and colored "light" will nearly always give unexpected results when overlapping. Bright light confounds the issue even further, because it is multiplicative and will easily resolve to colorless fully transparency (what we perceive as "bright white"). My advice is to use tinted light and vision as little as possible, and try never to overlap them. It's not worth it. Thanks so much Keith. :) I figured it was unavoidable.  When I first started looking at using DL a couple of months ago, what appealed to me was the ability to show the effects of different types of vision. The following is in the player background for my campaigns. The no night vision and infravision are tinted blank, torches are orange (like my examples above), and lanterns are bright with no tinting. I'll have to see how it all goes. I may well have to go with your recommendation, but I'll stick with what I have for now. ATM, one group is in a dungeon with no real light except their eyes and whatever they are carrying - one has a lantern. So far, it's OK. I'll see what happens as time goes by.
1763078712
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
One thing to keep in mind as a gm, is that you see the overlapping of every token that has vision. For example, 10 goblins with darkvision can make an unlit room seem bright. It's won't look that way to the players, who typically can only see through one token at a time, but it is because of this, that Roll20 modules ship with all NPC vision correctly set, but turned off.
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Edited 1763081863
keithcurtis said: One thing to keep in mind as a gm, is that you see the overlapping of every token that has vision. For example, 10 goblins with darkvision can make an unlit room seem bright. It's won't look that way to the players, who typically can only see through one token at a time, but it is because of this, that Roll20 modules ship with all NPC vision correctly set, but turned off. Yes, in fact, I'd asked about that a while ago and you helped out. One of the games I play is 3 players FTF and 2 via roll20 at the same time. I have a player map up on my TV for that. I did have to play around a bit with turning lighting and/or vision off to get the effects I wanted. That's still developing! :)