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Dynamic Lighting - Circle Boundaries

I was attempting to use a circle shape to create a boundary around my map, and when I finished with the shape I ended up getting a weird rombus instead of a circle.  Is this something known or does anyone know what might have gone wrong.  I have included a screen shot of my issue below.  The red color represents my boundary in dynamic lighting.  If anyone can help I would greatly appreciate it. 
1481118165
Goat Games
Marketplace Creator
when you use soft angles the line of sight tool is all screwed up, you need to add ''corners'' in your circle, try to add a lot of angles and draw strait lines. It is crude, but roll20 is not good for circles, yet.
I use the polygon line draw tool to get around this. I can draw an *almost* perfect circle with it, and it registers properly. Outside of that, yeah, the circle draw for DL is broken.
1481143312
Gid
Roll20 Team
Circles do not work with Dynamic Lighting. It's because of how they're mathematically drawn and how DL computes a light obstruction wall.
That is kind of what I figured.  Just wanted to make sure I checked with the community before I spent the time click mapping my way around all these circles. Thanks!!!
1481286541
Lithl
Pro
Sheet Author
API Scripter
I don't know exactly how the DL computation is handled, but it's worth noting that polygons (including squares/rectangles) and polylines are a series of line segments, while circles, ovals, and freehand drawings are  Bézier curves . (Freehand drawings use  quadraticCurveTo , while circles/ovals use  bezierCurveTo .) You can get some sense of why this might screw with the Dynamic Lighting calculation by looking at the structure of a Path object; see  API:Objects/Path#Oval_Paths .
1481306653
Gid
Roll20 Team
Brian said: I don't know exactly how the DL computation is handled, but it's worth noting that polygons (including squares/rectangles) and polylines are a series of line segments, while circles, ovals, and freehand drawings are  Bézier curves . (Freehand drawings use  quadraticCurveTo , while circles/ovals use  bezierCurveTo .) You can get some sense of why this might screw with the Dynamic Lighting calculation by looking at the structure of a Path object; see  API:Objects/Path#Oval_Paths . This would be why, yes. :) DL relies on line segments. If I recall correctly, we tried converting the circles into segments, but that was lagging down the process considerably. There's a sweet spot with how many segments you have on a Page before you reach a critical mass.