Updated Dynamic Lighting Light/Vision Examples

Lighting/Vision Examples

Below we have provided some examples of common lighting setups you may use in your games along with screenshots of how they would look within the Updated Dynamic Lighting interface. You should feel free to experiment with settings to find what works for your game and the atmosphere you are trying to accomplish.

Carried Light Sources (With Vision)

This can be any mobile light source that sheds light in a full 360 degree arc. Since the light source is mobile and being carried by a character, then it's best to give the player's token Light under the Update Dynamic Lighting tab. Bright Light reveals the darkness completely, while Low Light reveals less of the darkness. Low Light is added to Bright Light, and the Total Light reflects the sum of those two distances.

For example, a torch that illuminates 20 ft of bright light and another 20 ft of 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"

Vision_On__Torch_Light_20-20.png

Stationary Light Sources (Without Vision)

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"

Bonfire_Light_100-50.png

Low Light (Carried or Stationary)

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 avoid using bright light and only use low light. Depending on if the light source is being carried or is part of the environment, you may want to adjust 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. To set that up 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"

Glow_Stick_0-5.png

Directional Light (Carried or Stationary)

Not Yet Supported

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

To simulate alternative senses such as dark vision or blind sight 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/vision for other tokens to detect.

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

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

Night_Vision_60.png

Blindness

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.

Limit Field of Vision (Not Yet Supported)

A good way to simulate "realistic" fields of vision, meaning that a token doesn’t have a full 360 degrees. This can be enabled by turning on Directional Bright Light and Directional Low Light, then using the knobs to set the angle for the light.

Was this article helpful?
55 out of 78 found this helpful