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Dynamic Light issue/suggestion

Below, you see my view of the room as I made it, using dim light radii, and the rest of the room I can see due to GM opacity. Unfortunately, this is not what my players see. To them, the unlit areas are completely BLACK, like the two black strips at the bottom. This just looks bad and doesn't make sense, and isn't what I want them to see. I tried playing around for an hour to make it work, but couldn't find a way unless I missed it, please let me know if I did. If I didn't miss something.. then why is there not a "Room dimness" option, or "Player Room Opacity", so they can see what I see below, and not just black space that blocks any vision? Hope this is coming soon, otherwise I have no use for this. I saw a thread from 6 years ago talking about this..
1598282075
Brian C.
Pro
Marketplace Creator
Compendium Curator
First understand that Dynamic Lighting is working as intended. If a light source does not cast light on an area, the players will not be able to see it. You can see it only because you are the GM and need to be able to see the pitch black areas. If you want the entire room to be dimly visible to the players, then you also might want the torch light to be bright to differentiate it from the other There are a lot of ways to get the entire room dimly visible to the players: Turn on global illumination and stretch a transparent token across the entire map layer. Tint the token gray or black. Everything under the token will be dim; everything above the token will be bright. The downside is that this does not play well with other light sources. Change the dim light on your torches to bright light, and then add 1 token on the DL layer that spreads dim light to the entire map. The lights will appear to the players as bright spots, but they will be able to see the rest of the room. Change the torch settings to Emits Light 40/20 (or Bright 20 / Dim 20 in UDL). This will extend dim light  out further from the tokens. Any areas of overlapping dim light will become bright light.
I appreciate the response. I've tried those suggestions but spreading dim light to the entire map pretty much makes it bright, there doesn't seem to be a way to truly simulate dim ambient light because it has a preset gradient, rather than just a flat dimness light value which would be useful just as the DM Opacity works, I've tried both legacy and updated. I figured out at least how to make the screen show the whole map even where there's no vision which is nice, but otherwise your "tint" suggestion is the closest there is to what we're trying to accomplish. So I guess my suggestion is still that it would be very useful to have a Flat "Ambient" Dimness control over the entire map. The same way GM Opacity slider works. I've seen that suggested a lot over time as I search more and more. Hopefully that's being considered for the updated lighting. I do a lot of nighttime encounters, and that's the best way when you don't want light sources cheers
1598297146

Edited 1598297161
Brian C.
Pro
Marketplace Creator
Compendium Curator
Yes, I agree. I feel like there is an existing suggestion already exists that you would want to add your vote to. Once UDL is finally finished, Colored lighting and changes to global illumination should be more straightforward.
1600938260
Roll20 Dev Team
Pro
Marketplace Creator
Thanks for the suggestion! After 30 days, Suggestions and Ideas with fewer than 10 votes are closed and the votes are refunded to promote freshness. Your suggestion didn't build the right momentum this time, but feel free to submit it again! We find that the best suggestions describe the problem you are having, and the solution you want. You can learn more about the process of making suggestions on the Roll20 Wiki! More details can be found here .