I see several suggestions regarding special types of dynamic lighting behavior, but I think they should be considered together, and handled as special objects on the dynamic lighting layer. The suggestions i refer to are: <a href="https://app.roll20.net/forum/post/1242655/dynamic-lighting-one-sided-dynamic-lighting#post-1244067" rel="nofollow">https://app.roll20.net/forum/post/1242655/dynamic-lighting-one-sided-dynamic-lighting#post-1244067</a> <a href="https://app.roll20.net/forum/post/1241274/dynamic-lighting-add-a-map-wide-light-setting#post-1244015" rel="nofollow">https://app.roll20.net/forum/post/1241274/dynamic-lighting-add-a-map-wide-light-setting#post-1244015</a> <a href="https://app.roll20.net/forum/post/1240407/dynamic-lighting-variable-wall-opacity#post-1240407" rel="nofollow">https://app.roll20.net/forum/post/1240407/dynamic-lighting-variable-wall-opacity#post-1240407</a> I think all of these should be handled with special purpose objects on the dynamic lighting layer. Ideally you would have the ability to pull up a menu of advanced dynamic lighting objects, select the one you want and have it just work the way it is supposed to. Each object could have a brief description telling you what it does and have visual cues telling you what direction the effect works in if that matters. They would also need to be able to scale in various directions to accommodate the different places they would be used. For instance, The one way wall could be a simple line with arrows coming out of one side. If you select it you get the option to change its length, rotate it or move it to where you need it. The variable opacity wall, could have arrows hitting the wall, but also have a bubble in the middle to set the percentage of light that gets through. It would scale like the one way wall and probably most other special objects. The map wide light could be a sun (moon for dim light?), and could ignore all light blocking lines, there would also be a corresponding item that would let you draw a polygon that ignores the sunlight (or moonlight). You could also have items like doors, that would be tied to objects on the token layer so you can rotate the door out of the way and the door still blocks light, just not in the doorway it occupied before. Rotating the door back does exactly what you would expect. How about an object that actually radiates darkness? maybe something that removes/adds certain types of light tags on the tokens? Pass through this doorway and your torch goes out.... Next we could get into more exotic lighting objects. How about linked objects that let you see something somewhere else on the map as if it was right in front of your character? You just pull them out of the menu and move them where you need them.