Emile l. said: Jacquesne J. said: Jarret B. said: what you can do is draw a circle around the outside of the tree, and then put a light source on the DL layer inside the circle, so the entire tree can be seen, but it still blocks LOS. Note that this will only work if you have Line of Sight disabled (dev server only). If you still want the Line of Sight "effect" you can still use fog of war with dynamic lighting or manually move light sources into their correct location as players discover that area. Not so much. All this will do is add the ability to see the entire object (in this case tree). It will still block all DL that would usually bend around the tree. Try it. Here's the dynamic lighting view (player token creates light, has sight, torch in middle creates light, all players can see): Here's the player view with dynamic lighting enabled and enforce line of sight OFF: Here's the player view with the only change being enforce line of sight ON: * Note: I use squares for this type of dynamic lighting because DL does not seem to handle circles well (missing walls, weird shapes) Obviously this is a great solution if you're using standard dynamic lighting, but with LoS that goes away. There is one way to fix it but it creates it's own issues...if you give the light source control to all players, then say "Has Sight", you get the same type of thing you got in the second image. The problem is that this "solution" negates the benefit of turning LoS on in the first place. It won't really matter in a forest because you can just leave LoS off, then turn it on for a dungeon. The hassle is that it would be nice to have both together, for example a statue that blocks line of sight that you can still see. It would be nice if you could "invert" the dynamic lighting calculation so that the far edge of the polygon is blocked, not the close edge. Not sure how technically difficult that is. Hope that better explains what I meant.