Kevin B. said: What's crazy is that the tinted night vision and the way it works with light sources is beautiful. All we want is the same functionality for the lights themselves. I really think tinting is the wrong way to go, both for UDL night vision and for colored dynamic lighting, unless it is heavily reworked from the scenario we have at the moment where two tokens with overlapping, tinted night vision darken the map. In the end, both colored dynamic lighting and night vision likely should use the same underlying technology, but the tinting of UDL's night vision as it currently stands darkens what a token sees, which is the opposite of what light should do. In other words, Night Vision currently uses subtractive color blending (red + green = brown, and the area gets darker), whereas light uses additive color blending (red + green = yellow, and the area gets brighter). Light sources should be blended, as in this demo (made by someone else). Clicking the question mark in the upper-right corner of the demo tells you how to change the type, direction, color, and intensity of the lights. <a href="https://corybeams.com/le/examples/#interactive_lights" rel="nofollow">https://corybeams.com/le/examples/#interactive_lights</a> All of the lights combine to present the final image. For example, magenta and green light combine to make white light. This combination of elements would give us properly colored dynamic lighting and avoid problems like the dark circles at the edge of light sources and night vision that we are currently seeing in the UDL beta.