Updated Dynamic Lighting Cheat Sheet

Looking for a few quick tips before diving into Updated Dynamic Lighting? Below, we have provided some examples of common setups you may want to use in your games, along with screenshots of how they would look within the Updated Dynamic Lighting interface. 

Your adventure is unique! Feel free to experiment with settings to find what works for your game and the atmosphere you want to cultivate.


Carried Light Sources (With Vision)

Vision_On__Torch_Light_20-20.png

This can be any static source of light, from wall sconces to street lights. Since they won't be moving, these lights are best represented as new tokens on the Map layer. 

A campfire should receive a Light Radius and have All Players See Light just like the Lantern. However, since it isn't attached to a player, it should not have Has Sight enabled. It's a safe idea to move these static sources of light to the Map Layer so that they don't accidentally get moved.

For example, a large bonfire that emits bright light out to 100 ft and another 50 ft low light. To set that up using Updated Dynamic Lighting, you would set that up as shown below:

Token Vision
Vision = "On"
Token Emits Light
Bright Light = "On"
Bright Light Distance = "20 ft"
Low Light = "On"
Low Light Distance = "20 ft"
Total Light will automatically read "40 ft"

Stationary Light Sources (Without Vision)

Bonfire_Light_100-50.png

This can be any static source of light, from wall sconces to street lights. Since they won't be moving, these lights are best represented as new tokens on the Map Layer. The campfire should receive a Light Radius and have All Players See Light just like the Lantern. However, since it isn't attached to a player, it should not have Has Sight enabled. It's a safe idea to move these static sources of light to the Map Layer so that they don't accidentally get moved.

For example, a large bonfire that emits bright light out to 100 ft and another 50 ft low light. To set that up using Updated Dynamic Lighting, you would set that up as shown below:

Token Vision
Vision = "Off"
Token Emits Light
Bright Light = "On"
Bright Light Distance = "100 ft"
Low Light = "On"
Low Light Distance = "50 ft"
Total Light will automatically read "150 ft"

Low Light (Carried or Stationary)

Glow_Stick_0-5.png

For very dim light sources, such as a patch of incandescent mushrooms, glowing coals, or a luminescent barrel of radioactive waste, you may want to use Low Light. Depending on if the light source is being carried or is part of the environment, you may want to adjust the lighting/vision settings of a player-owned token or ensure that the source is on the map layer.

For example, a glow stick lying on the ground that emits low light out to 5 ft. Using Updated Dynamic Lighting, you would set that up as shown below:

Token Vision
Vision = "Off"
Token Emits Light
Low Light = "On"
Low Light Distance = "5 ft"
Total Light will automatically read "5 ft"

Directional Light (Carried or Stationary)

If you want to restrict the angle of a light source, you can limit the light with Directional Lighting. Typically a flashlight will have between a 20 and 60-degree angle of light. For example, a hooded lantern might have a 60ft Bright Light, a 30ft of Low Light, and a 40-degree angle.


Alternate Senses

Night_Vision_60.png

To simulate alternative senses such as Dark Vision using Updated Dynamic Lighting, you can turn on Night Vision. This reveals the map, without requiring a light source or forcing the token to provide light for others.

For example, to set up a character who can see in complete darkness up to 60 ft. using Updated Dynamic Lighting, you would follow the example below shown below:

Token Vision
Vision = "On"
Night Vision = "On"
Night Vision Distance = "60 ft"

Total Darkness

Leave all vision and lighting settings to "Off."


Daylight

Daylight or other forms of perfect illumination such as a well-lit building can be set from the Page Settings menu for the scene you're making. By toggling the Daylight Mode option you add a light source that illuminates the entire page. This is useful in creating situations where vision isn't restricted due to lack of light, but only by walls, trees, or boulders. These obstructions can be added from the Dynamic Lighting Layer.

 

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