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Texture Brush

I'd like to put on top a suggestion buried in other discussions, the first time I read it on a search, Erik Overton, suggested it. It would be great to be able to draw with textures in order to easily create the organic non-geometric underworlds and natural landscapes that PCs will encounter. By creating by texture brush you allow the grid to do the distance marking (if you use a grid) and the floor and walls take whatever shape you create. Humbly, Ehudsdagger
This would be incredibly useful.
1357314244
Gid
Roll20 Team
This would require a radical change to how the Tabletop works. The hand draw/shapes/polygon/text tools are all vector-based. Images you place on the tabletop are effectively linked elements (it's why you can't edit the actual art in Roll20) from your art library. Vectors are less taxing on your browser because each element is a bunch of math algorithms displaying the image on the tabletop, which is why we use it on Roll20. Raster is the storage and manipulation of pixel data. If you're working on big pages, your campaign has the potential of getting very unwieldy for you and your players to use. A texture brush would be a raster element. I'm not saying what you're suggesting is impossible, just that it would be very difficult to implement.
Uh, can't you use a vector element as a mask to hide parts of a tiled texture or just use a texture as the fill element of the vector?
1357315423
Gid
Roll20 Team
That would be one way you could keep it vectorized, yes. Though that would mean that every time you picked a new texture to paint with, it would stack a new layer of that tiled texture over atop the map. If you're trying to draw a map this way you're going to have A LOT of layers of tiled textures on the tabletop. That would add up. Then there's the question of getting rid of what you don't like, moving it around, z-layering. You'd effectively have many vector objects on the tabletop the size of your page. Roll20 really isn't intended to be a drawing program. We recommend that maps are designed outside of Roll20 and later imported in.
1357315745
Gauss
Forum Champion
It is worth remembering that Roll20 is a browser based VTT. That has some built in limitations and advantages compared to the non-browser VTTs. - Gauss
That would be one way you could keep it vectorized, yes. Though that would mean that every time you picked a new texture to paint with, it would stack a new layer of that tiled texture over atop the map. If you're trying to draw a map this way you're going to have A LOT of layers of tiled textures on the tabletop. That would add up. Then there's the question of getting rid of what you don't like, moving it around, z-layering. You'd effectively have many vector objects on the tabletop the size of your page. There's already a ton of layers when you use the drawing tool for dynamic lighting. Some kind of texture brush would be good for adding details to maps to change them up. Like adding water in a corner of a room or lava cracks. You could also make a Merge option for vector based texture drawings. Like if I draw the outline of dungeon walls with one texture, I could select all the walls and then hit Merge to make it one single vector object. Then I could use the texture brush to paint in the floor beneath the walls.