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Question re: drawing dynamic lighting boundries -- video shows possibility of free draw?

In the video showcasing dynamic lighting, it shows the DM free drawing the dynamic lighting boundries, but in game I don't see the option. <a href="https://youtu.be/WJe4q_MQU-Y?t=72" rel="nofollow">https://youtu.be/WJe4q_MQU-Y?t=72</a> All I see are draw shape and polygon line.
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Edited 1473420327
Pat S.
Forum Champion
Sheet Author
It is an old video. If you look it shows it was published back in 2012. That feature of freehanding the dynamic lighting was removed due to it causing to much memory use and not being very effective. The freehand drawing tool creates many microdots instead of a solid line like the polyline and it allowed light to bleed through in some instances &nbsp; (See what Brian says below) .The memory usage was not very efficent and would cause massive drag and problems with people's machine.
Ah, well that answers that.&nbsp; Thanks Pat!
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Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Although, you can glitch it so that you can use the freehand draw tool if you select the freehand tool while on another layer and then switch to the dynamic lighting layer. I don't recommend it as it causes large resource usage for the system to render lighting this way.
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The Aaron
Pro
API Scripter
Yeah, there are several ways to break it if you try.... &nbsp; (keyboard shortcuts, for example.. =D)
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Lithl
Pro
Sheet Author
API Scripter
Pat S. said: The freehand drawing tool creates many microdots instead of a solid line like the polyline and it allowed light to bleed through in some instances.The memory usage was not very efficent and would cause massive drag and problems with people's machine. Actually, the freehand lines are a series of very short quadratic Bézier curves. (The circles/ovals are cubic&nbsp;Bézier curves.) They're not dots all split up, they do connect... but there are hundreds of them even in a very short freehand drawing. Dynamic lighting is an expensive calculation, with the cost increasing with the number of walls, so having hundreds or thousands of walls thanks to a freehand drawing on the DL layer will slow the game to a crawl. Additionally, it appears whatever algorithm is used for calculating the dynamic lighting doesn't play nicely with&nbsp;Bézier curves, as is easily demonstrated by drawing a circle on the DL layer and seeing the result. For more information, check out&nbsp; <a href="https://wiki.roll20.net/API:Objects/Path" rel="nofollow">https://wiki.roll20.net/API:Objects/Path</a> and importantly, a comment from Riley on the Talk page of that article: This is good! The "Q" in the freehand paths is actually for quadraticCurveTo, documented here: <a href="http://www.w3schools.com/tags/canvas_quadraticcurveto.asp" rel="nofollow">http://www.w3schools.com/tags/canvas_quadraticcurveto.asp</a> , and 'C' is for bezierCurveTo, documented here: <a href="http://www.w3schools.com/tags/canvas_beziercurveto.asp" rel="nofollow">http://www.w3schools.com/tags/canvas_beziercurveto.asp</a> Hope that helps! -- Riley D. ( talk ) 15:38, 4 October 2013 (EDT)
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Pat S.
Forum Champion
Sheet Author
I stand corrected.&nbsp;
Thanks all - in general I think the tools available work, and I can almost replicate freehand by generously clicking while using the line too. ;)&nbsp; But I understand that ideally I want to keep it to as few lines as possible.