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Aura's and Dynamic Lighting

Is there a way to prevent auras from bleeding through dynamic lighting? Are auras able to respond to dynamic lighting walls or is this something that has yet to be implemented? If there is not a direct fix for this, does anyone know a good work around? Thanks!
1543638697
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Auras are not affected by dynamic lighting, nor are they meant to. They are not light (though they could represent it conceptually). An aura could also represent reach, size, area of effect, marking or a host of other things not affected by Dynamic Lighting. If you do not wish an aura to be visible, turn off PC visibility on the token's aura settings.
Thanks for your response. I want the aura to be visible I just don't want it to bleed through the wall. If I turn of pc sight then they won't see at all so that doesn't work either. It would be nice if I could either shape the aura to something other than a square or circle or if I could create a colored light source. I need both the aura and dynamic lighting at the same time. Guess I'm moving this to suggestions 
If the aura is stationary, you could make a transparent token and build the aura-area with a combination of multiple tokens.
1543726882
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Can you describe what you are trying to actually do? There might be a better way than trying to make auras behave differently.
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Edited 1543751033
Ziechael
Forum Champion
Sheet Author
API Scripter
I think I get the issue, using auras for atmospheric lighting can look pretty cool (dark auras for scary portals, red auras for hellish braziers etc). Even simple orange auras for ensconced torches can add a touch of variation to an otherwise bland dungeon environment but with the 'bleed' it can be a bit odd: The goblin is obviously in awe of the torch... but his mate outside is just plain confused: This is an easy one to solve, simply add another torch outside... but more complex setups are just plain impossible: What you 'can' do is add your own 'aura' in an image editing program, essentially adding a shaped semi-transparent/coloured element... however even this would be subject to bleed in tight spots and you'd end up with a huge array of bespoke assets in your library : /
I have found that using a square aura helps when trying to avoid bleed over the walls
1543789186

Edited 1543789200
Spren
Sheet Author
Might not be the answer you're looking for, but I had this issue on a map and what I did was to create a white half circle in Gimp and then make it 50% transparent. Then I uploaded it, and gave the token a tint. It's definitely not perfect, it was kinda dim, but it did the job for me. Maybe it will be enough for you too?
Just make the aura only visible to the controlling player and the GM. The GM should be able to ignore it. If you are using dynamic lighting there is no need for auras to define light sources.
al e. said: Just make the aura only visible to the controlling player and the GM. The GM should be able to ignore it. If you are using dynamic lighting there is no need for auras to define light sources. sure, but why not. if a character is glowing for any reason, say an enchanted person under an effect or even carrying something that doesnt glow white, like a torch or a magical item that glows green lets say, then maybe it would be useful if auras could be used as light sources. if not then maybe just putting a color pallet with the section that lets you define light from a token would make more sense. on another note, i have looked closely at the token settings and i cant quite seem to figure out how to make the aura visible to only the gm or a certain player. checking the box making it visible to all players i see and if unchecked then only I the gm will see it but how would you do it for lets say 1 or 2 out of 4 players?
keithcurtis said: Can you describe what you are trying to actually do? There might be a better way than trying to make auras behave differently. my players are about to be traveling through a small labyrinth. in one section of the labyrinth is a creature (young bronze dragon) who normally would be good but is currently evil as he has been, lets say enchanted by an evil entity. So now said dragon glows with a very bright, dark green color. For all intensive purposes this glow would have a range of 120 ft. (it is very bright). As the characters approach the area where the dragon is, i would like them to see the glow coming from the room he is in as the glow spills out and wraps corners. Now regular lighting does just this, i could set the token to emit 120 ft of light with idk 60 ft dim, check the box all players see light as it spills out and obeys the dynamic lighting walls. problem is there is no current in game way (i am aware of) to change the color of that light to green. This is where i thought auras would come into play. I never use auras so i assumed it would obey the dynamic lighting walls, it does not. is there a better way to achieve this goal without creating some image in gimp or photoshop? 
1543861836
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Christopher B. said: al e. said: Just make the aura only visible to the controlling player and the GM. The GM should be able to ignore it. If you are using dynamic lighting there is no need for auras to define light sources. on another note, i have looked closely at the token settings and i cant quite seem to figure out how to make the aura visible to only the gm or a certain player. checking the box making it visible to all players i see and if unchecked then only I the gm will see it but how would you do it for lets say 1 or 2 out of 4 players? Sorry, like I posted earlier in the thread, aura visibility for players is an all-or-nothing setting.
1543862425
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Christopher B. said: keithcurtis said: Can you describe what you are trying to actually do? There might be a better way than trying to make auras behave differently. my players are about to be traveling through a small labyrinth. in one section of the labyrinth is a creature (young bronze dragon) who normally would be good but is currently evil as he has been, lets say enchanted by an evil entity. So now said dragon glows with a very bright, dark green color. For all intensive purposes this glow would have a range of 120 ft. (it is very bright). As the characters approach the area where the dragon is, i would like them to see the glow coming from the room he is in as the glow spills out and wraps corners. Now regular lighting does just this, i could set the token to emit 120 ft of light with idk 60 ft dim, check the box all players see light as it spills out and obeys the dynamic lighting walls. problem is there is no current in game way (i am aware of) to change the color of that light to green. This is where i thought auras would come into play. I never use auras so i assumed it would obey the dynamic lighting walls, it does not. is there a better way to achieve this goal without creating some image in gimp or photoshop?  Off the top of my head, there isn't a way to tint dynamic lighting, because it isn't really light, programatically, but a lack of darkness. In other words, the "light" areas are only as bright as the original map. Dynamic lighting only darkens areas players can't see, since maps are pretty much designed with a default "this is what it looks like with light" rendering. The controls are provided to the end user as if it were projected light because that is easier and more natural to visualize. To provide a tint to the color would need the addition of an entirely different layer that colors the image while obeying the line of sight rules. Auras are used for too many things that would not obey DL rules (some of which I listed above). To change this would invalidate many of those uses. It is possible that this ability could be added as a toggle on the token settings, but since this would be a whole new feature, it would belong in the Suggestion forum: For your suggestions, we offer the  Suggestions & Ideas  forum, which is based on voting from the whole community.  Please review our  Forum Voting  wiki page for more information on how voting works, and our  Posting to Suggestions & Ideas  section of the  Code of Conduct .
keithcurtis said: Christopher B. said: keithcurtis said: Can you describe what you are trying to actually do? There might be a better way than trying to make auras behave differently. my players are about to be traveling through a small labyrinth. in one section of the labyrinth is a creature (young bronze dragon) who normally would be good but is currently evil as he has been, lets say enchanted by an evil entity. So now said dragon glows with a very bright, dark green color. For all intensive purposes this glow would have a range of 120 ft. (it is very bright). As the characters approach the area where the dragon is, i would like them to see the glow coming from the room he is in as the glow spills out and wraps corners. Now regular lighting does just this, i could set the token to emit 120 ft of light with idk 60 ft dim, check the box all players see light as it spills out and obeys the dynamic lighting walls. problem is there is no current in game way (i am aware of) to change the color of that light to green. This is where i thought auras would come into play. I never use auras so i assumed it would obey the dynamic lighting walls, it does not. is there a better way to achieve this goal without creating some image in gimp or photoshop?  Off the top of my head, there isn't a way to tint dynamic lighting, because it isn't really light, programatically, but a lack of darkness. In other words, the "light" areas are only as bright as the original map. Dynamic lighting only darkens areas players can't see, since maps are pretty much designed with a default "this is what it looks like with light" rendering. The controls are provided to the end user as if it were projected light because that is easier and more natural to visualize. To provide a tint to the color would need the addition of an entirely different layer that colors the image while obeying the line of sight rules. Auras are used for too many things that would not obey DL rules (some of which I listed above). To change this would invalidate many of those uses. It is possible that this ability could be added as a toggle on the token settings, but since this would be a whole new feature, it would belong in the Suggestion forum: For your suggestions, we offer the  Suggestions & Ideas  forum, which is based on voting from the whole community.  Please review our  Forum Voting  wiki page for more information on how voting works, and our  Posting to Suggestions & Ideas  section of the  Code of Conduct . Posted it in suggestion the other day. Thanks for your help. what you said makes sense. Wouldn't be good to change aura lighting like that but colored lighting would be a fantastic feature. Hope to see it added!
1543869965
Spren
Sheet Author
If the room is filled with the aura maybe you can fill the room with a square aura and have a token just outside the room with an aura to give it the "spilling in to the hallway" vibe?
Spren said: If the room is filled with the aura maybe you can fill the room with a square aura and have a token just outside the room with an aura to give it the "spilling in to the hallway" vibe? best quick fix i have heard so far thanks ill give that a shot