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Why do rogues wear leather armor? Because it’s made of hide. 🥷

New Lighting Feature: Drawable Light Boxes

Score + 5
So, with lighting, we can draw walls that block light, act as windows to let in light, place doors that can be modulated, and the like. We can place individual light sources, and can set the map's average lighting to full lighting or darkness. When adding a dark house to a low light or full-light environment, we have to start at Darkness, and then add individual light sources. The problem is that, especially for low-light situations, because light sources are circular, it is very hard to align them to get a steady stream of low-light. I'd like to suggest the ability to use the drawing tool to create shapes that emit light to a distance past their borders, with inputs of whether it is low light or normal light, how much of both, etc. For example, in an unlit house on a moonlit night, instead of having to place individual light sources outside of each window (and also grapple with the fact that some of those light sources will combine to make bright light where there shouldn't be.) what if you could just draw a rectangle along the wall that emits low light through the windows into the rooms beyond.
I upvoted this! There have been several times where I wanted to create a curtain of light but had to settle for a series light of circles.
1777236667

Edited 1777237348
Thanks for rendering it as a drawing, this is basically exactly the sort of thing I'd want. As an added detail, since we have the ability to fill in a completed polygon, what if we could make an invisible fill that also lights the inside of the polygon, producing an effect like this: Use case would be filling out something like a courtyard, or the exterior of a house.  Then a wrap around the house to put light in the house while keeping the yard accessible to players can be produced with a polygon like this, letting light blanket the yard, and enter windows: I dug up an old map as an example of a place where these polygons would greatly simplify things. This is an unlit haunted house on a moonlit night. One problem was, because light sources added up low light to produce bright light, I was not able to make a blanket of low light, and instead make a blanket of bright light and tell my players to just treat it as low light, because there were a bunch of instances of areas that were supposed to be low light instead compounding each other to become bright light.
1777238278

Edited 1777238290
Gauss
Forum Champion
If I understand correctly, this might be thought of as a "localized daylight" mode. Where there is daylight in a specific area. 
1777245574

Edited 1777245655
Gauss said: If I understand correctly, this might be thought of as a "localized daylight" mode. Where there is daylight in a specific area.  Pretty much, though not just daylight, as it should also be in such a way that just low-light is also an option. The way we can create light sources that only emit a desired amount of low light and a desired amount of daylight.