
Might've been suggested already but didn't come up in searches. I've tried to use dynamic lighting and light blocking to map out dungeons but often the result is somewhat suboptimal for the players. The light blocker is always 100% opacity from the players point of view which means they can't see e.g. the wall texture at all. This might be realistic but sometimes looks very jagged when there's an absolute line where light stops and it's hard to fit the light blocker into the picture naturally. What I'm suggesting is adding an opacity slider for light blockers, similar to the GM opacity slider. The areas in range of a light source but directly covered by a light blocker would only show a shaded view of the map layer, letting the players see why they can't see but still block line of sight and the light itself. Does it make any sense? The end result would be closer to the GM view of dynamic lighting except for blocking visibility of tokens and areas with no light being completely dark. As a bonus the light blocking drawings would work fairly well even when drawn a bit sloppy since most of the sloppiness would just meld away with the opacity shading.