So, to elaborate on my last post, in theory all you would do is this: foreground light radius = normal light radius The foreground light properties would be set in such a way that they reveal images in their light radius that are placed on the foreground map layer, kind of like the normal dynamic lighting already works. The foreground light is not impeded by dynamic lighting walls, as normal lighting is however. The foreground light, however, always defers to the normal lighting, so if the normal lighting is revealing anything other than blackness the foreground light reveals nothing. This way, if you surrounded something in dynamic light blockers, like say a tree top, if the player reached radius of it, the player's normal lighting would be blocked, but the object would be within the foreground light and thus be displayed. Without the dynamic light being blocked then the map and token layers would be revealed and the foreground layer would be unrevealed. This would allow the house example as stated above to function normally. However this would cause a bug, in that it would display the foreground layer on anything where a shadow from the normal dynamic lighting is cast within radius. So, in order to fix that, you would have to allow dynamic lighting to be blocked independent of the standard layer, specifically for the foreground layer. This would all be possible, but it would require a bit of extra work for any GM that wished to use it.