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Dynamic Lighting Persistence

Hi I've been beavering away on adding light block lines through the map and have just about got them done. However, to simulate that the outside of the castle was in day light and the the various openings - primarily arrow slits - allow a little light inside I ended up putting point light sources all the way around the map to help in seeing where the light gets in. Now I'm ready to light it for real, I deleted these lights sources and this is where my problem lies... the map is still showing some areas that are lit as they were when I had my light sources in place! How can I force the map to reassess its lighting calculations (essentially turn all the lights out) to clean this up so I can move forward with my end-state lights? I have checked the lighting settings for the page and they are: Dynamic Lighting - Enabled; Enforce Line of Sight; Only Update on Drop; Restrict Movement; Global Illumination is OFF. I have attached a couple of screen grabs - this PC has no darkvision or light source so the entire map should be black to him... My weird-shit-o-meter is going crazy! Thanks Steve
1461780507
Phil B.
Forum Champion
Sheet Author
Somehow all the light sources you created were only kind of deleted. They were deleted off the page but not out of the database, so they were still giving off light in the light system. I've gone and deleted them all from the DB, so they are no longer giving off light. This should fix your issue. If this happens again in the future, please be super mindful of what you are doing when it happens so that we can try and replicate the issue and actually fix what caused this in the first place. Let me know if this fixed everything for you.
Phil - thanks!! That seems to have fixed it. Can tell you what happened - to generate light outside that would filter into the building, I created a token (on the Token layer) that generated light and put these in a band around the edge of the map. This worked fine to help me layout the dynamic lighting 'walls' (i.e. ensure there were no 'leaks' where there shouldn't be). Once I'd established the 'walls', I group selected (in about 6 sets) these tokens and deleted them (using the delete key). I was then planning to insert new external light tokens that I could fine tune to get the final lighting levels I wanted.