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Shadow Feathering in Dynamic Lighting

Score + 155
While it could increase processor power, it would be nice if the edges of sight and shadow could be feathered (blurred). The harsh lines look really weird, especially when you have a small object casting a huge long thin shadow or bar of no-sight. Example: This could be a simple static radial blur from corners, or the radius of blur could be defined by the light source or sight token width, depending on how processor intensive you wish.
1412907162
That would be awesome. Might help if you can provide a resource for html5 that can do this already.
1423849957
Dakcenturi
KS Backer
I think this would actually be really helpful, especially if it took into consideration what I like to call "light spill". Basically, the light that would flow into a room but not be direct light. Essentially the way that they currently have the light where you can set the full strength radius and then the dim radius. It would be nice if the dim radius "spilled" through open doors so that the dim light effect filled the room up to it's radius away from the direct light. So instead of this: It would be more like this:
This is a mock up I made to show a similar thing, maybe has less impact on what is made visible while keeping the aesthetic idea. <a href="https://dl.dropboxusercontent.com/u/5306136/lighting%20suggestion.gif" rel="nofollow">https://dl.dropboxusercontent.com/u/5306136/lighting%20suggestion.gif</a>
+1 to bring this back from the dead. I'd still like this.&nbsp;
+1
1469727810
+1 This would greatly improve the look of the game.&nbsp;
1469751215
+1 Absolutely. This would make a big difference when it comes to atmosphere.
1471570992
Zoula
KS Backer
I was just going to make a post asking about adding a "dim" setting for the edges of light (say a flashlight with a 90 degree arc) instead of just being sharp light/dark (even if a dim range is set for the distance) but this seems like it would accomplish the same thing. :)
1475552803
Aetis
Pro
Sheet Author
+1 This is what I'm looking for.
1475588001
Aetis
Pro
Sheet Author
I believe the problem stems from the fact that the roll20 calculates lighting from only the center of the token. If there were multiple points of origin inside the token, then we would see the shadow feathering effect we want. I illustrated it below: This is what we currently have, just a single origin of light from the center of the token. And this is what we could have, if we had 9 light origins spread out instead of just one in the center.
1484922435
Jen
Pro
Wouldn't this essentially let players see further around corners than they normally could, though? I use dynamic lighting as a sort of fog of war, so it would make a difference there.
1496915254
Laurent
Pro
Sheet Author
API Scripter
Well, the solution with multiple origins (say 9 instead of 1 currently) seems to give sound results, even with respect to normal vision around corners.
1504099957
Aetis
Pro
Sheet Author
How were you able to implement 9 origins? Through the API?
1504106217
Stephen L.
Pro
Marketplace Creator
Sheet Author
API Scripter
The method of have 9 dim light origins following character tokens around could be done with the API. For true shadow feathering, the VTT's WebGL shaders would need to be modified to support it.
1504115109
Aetis
Pro
Sheet Author
Right. Hopefully, this thread gets seen by one of the roll20 guys.
+1
1525257007
Laurent
Pro
Sheet Author
API Scripter
Any chance to see that coming, with the new canvas expert?
1544520962
Laurent
Pro
Sheet Author
API Scripter
Would still like to have.
1578302233
Laurent
Pro
Sheet Author
API Scripter
I suppose this will never happen, then?
1578321510
Kraynic
Pro
Sheet Author
It doesn't have the 200 votes to give it the chance at direct Roll20 comment, but it may still come about.&nbsp; We'll have to see what the new system looks like.&nbsp;
+1
1584586847
This is the single biggest thing that bugs me about Roll20. The dynamic lighting is so harsh, it ruins the mood I'm trying to set for my games.
1586117258
+1
1586134948
B Simon Smith
Marketplace Creator
It has more to do with Roll20 using vector lines instead of raster, hence the sharp contrasts.
1587413110
ᐰndreas J.
Forum Champion
Sheet Author
Translator
With UDL, this is now much more likely to be implemented.
1590063407
Found this on my first dynamic lighting experiment, feels very much like a missing feature. Would to to see.&nbsp;&nbsp;
1590582513
+1 it's not so much to "see around corner" as much as "my brain can tell there is the rest of a car or body hidden in that shadow". It could be alleviated by just darkening the tokens in shadows a bit less, so we can tell there is a form but not what it is. Our fantastic human brains will do the rest.
1601978078

Edited 1601978151
Love to have this. It would add a realistic style. Although it shouldn't use up to much performance. Maybe configurable for each player to take care of people with weak hardware. +1
1603898897
+1
1604634420
+1
+1 We were talking about how cool this would be, even though my PC is a potato &lt;3
1609871331
Kenton
Roll20 Team
Hello all. Thanks for contributing to the suggestion. One question that I have is about where the feathering starts and stops. For many game systems, the visibility is determined with a hard line. At 39 feet and 11 inches a character can see everything, but at 40 feet and 1 inch the is pure dark. We would likely carry over the style that Dim Light currently has, which is to feather before the end of the light distance. The trade off for the aesthetic would be a small reduction in what ends up as visible to the Player.
1609872024
Joe
Pro
Based on player feedback from the existing dim lighting, please err on the side of more player visibility rather than less. If dim light goes to 20 feet, make sure the player can usefully see 20 feet; feathering a couple feet after that would be good, in my opinion.
For my own opinion, I would feather to the edge of player visibility or just barely past it. - As a player I am ok with the edges of my vision being darker as long as the last 5ft square is still somewhat visible. - As a GM I would not want it to be visible past the player vision at all.