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Diverse Lighting Controls

(As always, thank you for reading. The below is personal opinion only and does not represent the opinions of others) SUGGESTION: Light sources should have a Color and Transparency (Brightness) setting. This way glows, and ambiance can be created.
1358861904
Gid
Roll20 Team
Presently with dynamic lighting, "light" that is emitted from objects are not individual overlays that one could manipulate. Anything that's revealed on the map is actually a vector hole punched into a shadow object that covers the entire map. Essentially you have an "on/off" switch going on with the shadow object (kind of like having an alpha channel). You're not adding light, you're hiding shadow.
I recognize that there are technical challenges, but I think better lighting controls would help immensely with creating mood on maps. If I could dream I would like to be able control the light's hue, its intensity, and its falloff profile (sharp/smooth).
I would have to agree with this one.  I'm trying to do a cyberpunk nightclub type of setting and it's playing hell with how the current lighting engine works.  It's hard as all heck to get an atmospheric light setting when it tapers off in half a square.  If just the lighting fade off could be adjusted to allow for light to travel further without being pure on, then it would be tremendously more flexible.  Granted, I'm not sure what that would take, but I would love to be able to have a nice atmospheric silhouetted room for my players to creep through. Honestly, I think that for my settings, it's actually a lot better looking in GM view than in player view, because even "shadowed" areas are still a little visible, and if need be I could always just hide non-visible areas via Fog of War.  Case in point: compare these two maps of a small office. First the GM view.  This picture was taken from the Token level. Excellent atmosphere, you can kinda still see some areas, simulating ambient lighting and possibly a small degree of night vision.  It's a perfect setting for a night raid on the boss's computer.  I would like it if the shadows were just a little bit darker, but overall, it's not bad.  My friends who I am writing this game for have actually looked at this image and said that it looks awesome. Now compare the exact same area from player view. Because the shadow is too strong, all the nuance from the GM view is completely lost.  Again, I'm not sure what it would take to get this to work more naturally, but from my perspective, even if you just gave us a slider to control the transparency of the shadow, it would go a very long way in helping to create that more atmospheric look.  As it stands right now, I may just use GM view to build a single image layout, then clip-upload it and use it like that.  Heck, maybe that would be a good workaround. Since the GM view is better suited here, why not give the option to use that level of shadow transparency for the player view?  The system is already doing it, so why not? EDIT: Realized why the right side office was gone.  It was just hidden.  I'm an idiot.
First, let me say that I LOVE dynamic lighting!  Great addition to the tools.  I also would like to see more control over lighting at some point.  Color, hue, transparency....it'd bring a whole new level to my maps.
I placed a red aura on a spider statue's eyes with a light radius a little shorter to get the fade effect. The bard ran up to pluck the jeweled eyes out of the statue and the eyes lit up with an evil red aura, they then got swarmed with spiders. The long shadows cast by the legs of the spider statues made lots of creepy dark zones.