
I struggled with this topic while developing an infiltration-style chapter for my ongoing campaign.It drove me to distraction, and I spent far too much time on this topic, so I hope this post saves some of my fellow GM's out there from the same fate.
Set stage, input light-emitting token on dynamic lighting layer, set first radius to "big enough to cover" so say 200 ft, 900 ft; or whatever your situation requires. Set your second "(optional) Start of Dim)" radius to -10 (that's minus 10). Voila. You have a dim light source as large as you want it.
This is easiest and least intensive to utilize in open areas--You can use this token to cover an entire map in dimness if that's what you're looking for. It will also work with careful placements of multiples used in conjunction with sightline-breaking dynamic layer objects (such as walls, etc) to create dimly lit rooms and the sort with no bright "hotspots."
I found that when the primary radius was set larger than ~25 that smaller negative integers for the secondary radius were insufficient to hide the "bright spot" -- I've not encountered a light large enough to make that spot visible when secondary is set to -10, but presumably just increase your negative integer if you find need to.
Finally, credit where due; I didn't even think of negative integers. That credit goes to Andrew L. in this thread here:https://app.roll20.net/forum/post/557011/#post-791...
Also, regarding the ability to turn a single light source on and off when needed...
Most maps have a "border" region around the outside. Aternatively, you can just add an extra row of units to make your own -- A black background is your friend here.. Draw a line to cut this region off from the map, drag-and-drop your lighting token as required. No matter how brightly you light an area that is black, it still looks unlit, so you can stash your token there until you want to turn the lights on, then drag it into position to "turn the light on".
If a border doesn't work for your application, the best I could come up with was a 1x1 unit square. Turn grid on, draw a 1x1 unit black square on map layer where it will never be seen. On the dynamic layer draw a box on the same spot. You now have a little dynamic lighting "treasure chest" you can store your lighting token in.
Why not copy/paste from other layers or use Fog of War? Timing. The pause required to drag & drop is relatively negligible and allows me to interrupt inter-character banter, where the alternatives all leave the group waiting on the GM, which I feel is unacceptable.
Hope these tricks help!
Set stage, input light-emitting token on dynamic lighting layer, set first radius to "big enough to cover" so say 200 ft, 900 ft; or whatever your situation requires. Set your second "(optional) Start of Dim)" radius to -10 (that's minus 10). Voila. You have a dim light source as large as you want it.
This is easiest and least intensive to utilize in open areas--You can use this token to cover an entire map in dimness if that's what you're looking for. It will also work with careful placements of multiples used in conjunction with sightline-breaking dynamic layer objects (such as walls, etc) to create dimly lit rooms and the sort with no bright "hotspots."
I found that when the primary radius was set larger than ~25 that smaller negative integers for the secondary radius were insufficient to hide the "bright spot" -- I've not encountered a light large enough to make that spot visible when secondary is set to -10, but presumably just increase your negative integer if you find need to.
Finally, credit where due; I didn't even think of negative integers. That credit goes to Andrew L. in this thread here:https://app.roll20.net/forum/post/557011/#post-791...
Also, regarding the ability to turn a single light source on and off when needed...
Most maps have a "border" region around the outside. Aternatively, you can just add an extra row of units to make your own -- A black background is your friend here.. Draw a line to cut this region off from the map, drag-and-drop your lighting token as required. No matter how brightly you light an area that is black, it still looks unlit, so you can stash your token there until you want to turn the lights on, then drag it into position to "turn the light on".
If a border doesn't work for your application, the best I could come up with was a 1x1 unit square. Turn grid on, draw a 1x1 unit black square on map layer where it will never be seen. On the dynamic layer draw a box on the same spot. You now have a little dynamic lighting "treasure chest" you can store your lighting token in.
Why not copy/paste from other layers or use Fog of War? Timing. The pause required to drag & drop is relatively negligible and allows me to interrupt inter-character banter, where the alternatives all leave the group waiting on the GM, which I feel is unacceptable.
Hope these tricks help!