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About dynamic lights

Hey everyone, i'm kinda new when it comes to dynamic lightning. I've just recently resubbed as pro and i'm struggling to understand something about dynamic lightning. <a href="https://gyazo.com/ac9f04f514c95fd937ca989591e61a0e" rel="nofollow">https://gyazo.com/ac9f04f514c95fd937ca989591e61a0e</a> In this example, Mortimer is holding a torch that emits light for 5 squares. As you can see, he can't see anymore past 5 squares. At the end of the corridor (18 squares long) there's a torch emitting light for 5 squares. If the light emitted from Mortimer and the light emitted from the torch were "touching" I understand how Mortimer could see past 5 squares, but what if they're not touching? How is it possible that Mortimer can't see the square number 7, but he can see the square number 18? It doesn't make any sense to me. Did I do something wrong, or it actually works like this? What i would like to achieve with my map is this: <a href="https://gyazo.com/7eef306ccb427194a79b9a523961e02e" rel="nofollow">https://gyazo.com/7eef306ccb427194a79b9a523961e02e</a> If the lights are colliding, then they add up and Mortimer can see his 5 squares + the squares offered by the torch on the wall... but at the same time, if the lights are not "touching" i don't want them to be able to see what's at the end of the corridor. I understand i could manually solve the issue by removing and adding lights as they progress, but i'm trying to understand if it actually works like this or if i did something wrong setting up this corridor. Thank you
Unfortunately that is how dynamic lighting works on Roll20. It is somewhat similar to real life: if there was a campfire 200’ away you would be able to see it. But you wouldn’t be able to see all the detail from a top-down view like you would in a simulated environment like Roll20.&nbsp; Unfortunately there’s no “maximum viewing distance” setting for tokens, so if a token with vision enabled has line of sight to a light source, then the controlling player will be able to see anything around that light source within its line of sight.&nbsp;
1710006754
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Master! As Jarren says, this is modelling how light really works. The character can see all squares that are illuminated that it has line of sight on. Are you trying to model a specific game system, or a scenario that is not trying to copy how light works in the real world? There may be workarounds that will help you to achieve this, bt both of your pictures above show what one would expect from a figure in those circumstances. When driving on a dark night, you can see to the illumination limit of your headlights, and areas under a distant street lamp, but not what's in between. More information might be helpful,
Thx for both your answers. I was just trying to understand if it actually works like this or if i was doing something wrong. I also understand how you can see a light from very far.. the best example is the sun, so far and yet you can still se the light. I wasn't complaining about that.. I was just thinking if i place a chest for example next to this very far source of light, my players are gonna be able to see the chest.. in reality they would be able to see the distant light but they wouldnt be able to see what's around that light. Btw, i have workarounds.. i just hide the items in the GM layer and reveal them when the time is right.. I was just trying to understand, that's it :) Thank you
1710092092
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ah, there are ways you can accomplish this. Your top example might have been throwing me, since a chest under a torch at 85 feet should be discernible. But to model the situation you are talking about (a light at a distance that only resolves as a point light), simply give the distant light a very small radius (5ft?) and change the radius as the light gets nearer. Since you are a pro user, I would suggest installing the Dynamic Lighting Tool &nbsp;mod script. It allows you to make changes in real time, without opening up the settings tab and scrolling around clicking and saving. And it has preset buttons for torch, and candle or spotlight, either of which might address your needs.
keithcurtis said: Ah, there are ways you can accomplish this. Your top example might have been throwing me, since a chest under a torch at 85 feet should be discernible. But to model the situation you are talking about (a light at a distance that only resolves as a point light), simply give the distant light a very small radius (5ft?) and change the radius as the light gets nearer. Since you are a pro user, I would suggest installing the Dynamic Lighting Tool &nbsp;mod script. It allows you to make changes in real time, without opening up the settings tab and scrolling around clicking and saving. And it has preset buttons for torch, and candle or spotlight, either of which might address your needs. This sounds like an amazing script idea: lights that automatically adjust their light radius as sighted tokens controlled by players get closer (between their minimum and maximum radius). There would still be issues if one players token is closer to an area than other players who still have line of sight, but it would be great for areas that are being explored with a shared party token.&nbsp;
1711813362
GiGGles
Plus
Translator
I set the bright light to (lets say) 15' for a torch but I have them dim all the way out to 30' or so that way its bright around you but you can still see out further.