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Difference between revisions of "Dynamic Lighting Examples"

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{{revdate}}Roll20 currently have [[DL|two Dynamic Lighting]] systems.
  
[[File:Edit_Token_Advanced.PNG|right|Edit Token Advanced Pane]]
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* {{UDL}} - the primary system in use
[[Dynamic Lighting]] is an advanced map lighting tool currently available to '''Pro''' & '''Plus''' subscribers. It calculates line of sight on the fly as tokens are moved across the tabletop. This sections give general and system specific examples of how to set up lighting and vision.
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* [[Legacy Dynamic Lighting Examples]]
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** [[LDL]] main page
  
To turn [[Dynamic Lighting]] on you must enable it from the [[Page Settings]] for each scene you wish to include lighting elements. Remember that a user will only see light sources if they have control over a token that [[Dynamic_Lighting#Line of Sight|Has Sight]] enabled. You can activate this setting from the Advanced tab in the [[Token_Features#Token_Settings|Edit Token]] pane while in the GM view. If the [[Dynamic_Lighting#Line_of_Sight|Enforce Line of Sight]] option is selected in the [[Page Settings]] the user will only be able to see light sources that their token is able to see.
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[[Category:Dynamic Lighting]]
 
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The measurements for light distance and vision are calculated using the [[Page Settings]] for each individual scene. Whatever the Scale unit measurement is set to (feet, squares, inches, kilometers) is what the units of light range will be calculated in. These examples assume that you are using the default measurements of 5 Feet for each 1 unit but can be converted to any measurement.
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[[Category:Guides]]
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==System Agnostic Lighting==
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These are general lighting examples that will work in any system without specific vision rules. They can be tweaked until they best fit the themes and mood of your game.
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[[File:Lighting Example1.png|frame|right|Half-Orc tokens by [https://marketplace.roll20.net/browse/set/336/pixelfigs-r-fantasy-classes-half-orcs-male Fred Lang] and Bonfire by [https://marketplace.roll20.net/browse/set/281/old-world-style-set-4 Russ Hapke]]]
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==== Lantern ====
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The lantern is a mobile 360 degree light source that can represent anything from a torch to an electric lamp. Since the light source is mobile and being carried by a character, then it's best to give the player's token a [[Dynamic_Lighting#Adding Light|Light Radius]] under the Emits Light section. The [[Dynamic_Lighting#Adding Light|All Players See Light]] options should be checked. Based on the themes of your game your may wish to have the light "fall off" by getting dimmer the further it travels from it's source. You can do this by putting in the (optional) [[Dynamic_Lighting#Adding Light|Start of Dim]] amount. A good default for this is half the value of the [[Dynamic_Lighting#Adding Light|Light Radius]]. For example, if the lantern's [[Dynamic_Lighting#Adding Light|Light Radius]] is 30 feet, you would set the [[Dynamic_Lighting#Adding Light|Start of Dim]] to 15 feet.
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==== Campfire ====
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The campfire represents static sources of light, from wall sconces to street lights. Since they won't be moving, campfires are best represented as new tokens. The campfire should receive a [[Dynamic_Lighting#Adding Light|Light Radius]] and have [[Dynamic_Lighting#Adding Light|All Players See Light]] just like the [[#Lantern|Lantern]]. However, since it isn't attached to a player, it should not have [[Dynamic_Lighting#Line of Sight|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.
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==== Glow Stick ====
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Use a glow stick for very dim light sources, such as a patch of incandescent mushrooms, glowing coals, or a luminescent barrel of radioactive waste. The glow stick is prepared based on it's mobility like either a [[#Lantern|Lantern]] or a [[#Campfire|Campfire]] light source. The difference is that the option [[Dynamic_Lighting#Adding Light|Start of Dim]] setting is set very low or even zero. An example might be a lit match, prepared like a [[#Lantern|Lantern]] but set with a [[Dynamic_Lighting#Adding Light|Light Radius]] of only 5 feet and a [[Dynamic_Lighting#Adding Light|Start of Dim]] of just 1 foot. This is an excellent way to reduce visibility and increase dramatic tension.
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==== Flashlight ====
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If you want to restrict the angle of a light source use the flashlight. It's prepared mobile or static like a "hooded" [[#Lantern|Lantern]] or static like a spotlight. The difference is that the [[Dynamic_Lighting#Line of Sight|Angle]] attribute is set in the Emit's Light section of the Advanced tab of the [[Token_Features#Token_Settings|Edit Token]] menu. Typically a flashlight will have between a 20 and 60 degree angle of vision. For example, a hooded lantern might have a 60ft [[Dynamic_Lighting#Adding Light|Light Radius]], a 30ft [[Dynamic_Lighting#Adding Light|Start of Dim]], and a 40 degree angle.
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==== Super Senses ====
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Night vision, cat eyes, or low light vision are all ideas of being able to see more clearly in low light environments. To simulate this we use the light Multiplier feature under the [[Dynamic_Lighting#Line of Sight|Has Sight]] options. To make use of the Multiplier the token must have [[Dynamic_Lighting#Line of Sight|Has Sight]] checked. The multiplier amplifies the [[Dynamic_Lighting#Adding Light|Light Radius]] of all light sources the token is able to see. To a token that has a Multiplier of 2, twice as good as normal vision, a [[#Campfire|Campfire]] that normally gives off 30ft of illumination and 15ft of dim light would appear to give off 60ft and 30ft.
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==== Alternate Senses ====
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Alternate Senses represents the idea of having "sight" that don't have anything to do with normal light. They work in complete darkness, such as thermal vision, echo location, or mystical perfect awareness. To simulate this we set up a light source similar to a [[#Lantern|Lantern]] on our token but do not include [[Dynamic_Lighting#Adding Light|All Players See Light]] option. This allows this token alone to "see" while not actually producing light or giving any other tokens sight. An example of Infrared Vision might look like a [[Dynamic_Lighting#Adding Light|Light Radius]] of 60ft, [[Dynamic_Lighting#Adding Light|All Players See Light]] is disabled, but [[Dynamic_Lighting#Line of Sight|Has Sight]] is enabled.
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==== Daylight ====
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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 trying to make day lit. By toggling the [[Dynamic_Lighting#Global_Illumination|Global Illumination]] option you add a light source that illuminates the entire map. This is useful in creating situations where vision isn't restricted due to lack of light but only by [[Dynamic Lighting#How to Add Light Obstructions|Light Obstructions]], such as walls, trees, or boulders. These Obstructions can be added from the Dynamic Lighting Layer.
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==== Realistic Vision ====
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A good way to simulate "realistic" field of visions, meaning that a token cannot see in 360 degrees, is to set the [[Dynamic_Lighting#Line of Sight|Angle]] next to [[Dynamic_Lighting#Line of Sight|Has Sight]] to 120 degrees. This works similarly to a [[#Flashlight|Flashlight]] but only affects the light a token is able to see, rather than producing light everyone can see. Another option might be to extend [[Dynamic_Lighting#Line of Sight|Angle]] to 240 degrees to represent someone who is alert and aware of their surroundings, regularly checking their periphery vision, but still not able to see directly behind them.
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If the angle of vision faces toward the back of the token, you can flip it vertically and the 120 degree angle will now be facing the same direction as the token's front.
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==== Blindness ====
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If your scene is using the [[Dynamic_Lighting#Restrict_Movement|Restrict Movement]] feature from the [[Page Settings]] menu, the [[Dynamic_Lighting#Line of Sight|Has Sight]] feature needs to be selected in order for the token to collide with [[Dynamic Lighting#How to Add Light Obstructions|Light Obstructions]]. This means to simulate blindness it's better to set the token's [[Dynamic_Lighting#Line of Sight|Angle]] of vision to zero degrees, rather than disabling the token's [[Dynamic_Lighting#Line of Sight|Has Sight]] feature. With the [[Dynamic_Lighting#Line of Sight|Angle]] properly set to zero and the [[Dynamic_Lighting#Restrict_Movement|Restrict Movement]] option enabled the token won't be able to see light but will still be blocked by obstructions.
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== System Specific Lighting ==
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This section will give you exact [[Dynamic Lighting]] set ups for some of your favorite systems.
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=== Dungeons and Dragons 5th Edition ===
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Fifth edition Dungeons and Dragons has more in common with 3.5/Pathfinder than differences. Below you'll find specific examples of how to set up lighting and vision in [[Main_Page|Roll20]] for D&D5e. To best represent Dynamic Lighting in 5e you'll need to enable [[Dynamic Lighting]] on the [[Page Settings]]. You'll want to [[Dynamic_Lighting#Line_of_Sight|Enforce Line of Sight]] as well. Each character token will need [[Dynamic_Lighting#Line of Sight|Has Sight]] checked on the token's Advanced tab of the [[Token_Features#Token_Settings|Edit Token]] menu.
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[[File:Lighting Example2.PNG|frame|right|Character carrying a torch in 5th Edition Dungeons and Dragons.]]
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==== Light Sources ====
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Whether they're mobile or static, light sources in 5e follow the tradition of producing bright light out to a radius of feet, followed by an equal radius of dim light. The radius is specified in the description of the light source. To represent this in [[Main_Page|Roll20]] you'll set the token's [[Dynamic_Lighting#Adding Light|Light Radius]] to the total range of the light (that's the bright light and dim [[Dynamic_Lighting#Adding Light|Light Radius]] added together) and the [[Dynamic_Lighting#Adding Light|Start of Dim]] setting is the dim [[Dynamic_Lighting#Adding Light|Light Radius]]. Additionally the [[Dynamic_Lighting#Adding Light|All Players See Light]] option should be checked, since the object is producing visible light.
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For example, a torch illuminates 20ft of bright light and another 20ft of dim light. To set that up in [[Main_Page|Roll20]] it would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "40"
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* [[Dynamic_Lighting#Adding Light|Start of Dim]] = "20"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Checked"
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==== Blindsight ====
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Characters with blindsight are able to see in ways that don't actually involve normal light. This means that out to a certain radius, usually 60ft, they "see" without light. To represent this we'll create a "light source" for that token, that only that token can see. What separates it from acting like a [[#Lantern|Lantern]] is that the [[Dynamic_Lighting#Adding Light|All Players See Light]] box is not checked.
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For example, tremorsense of 60ft would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "60"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Unchecked"
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==== Darkvision ====
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Characters with darkvision are able to see in dim light as if it were bright light and in darkness as if it were dim light, usually out to a radius of 60ft.  To represent this we'll create a "light source" for that token, that only that token can see.  What separates it from acting like a [[#Lantern|Lantern]] is that the [[Dynamic_Lighting#Adding Light|All Players See Light]] box is not checked.
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For example, darkvision of 60ft would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "60"
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* [[Dynamic_Lighting#Adding Light|Start of Dim]] = "-5"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Unchecked"
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* [[Dynamic_Lighting#Adding Light|Has Sight]] = "Checked"
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* [[Dynamic_Lighting#Adding Light|Multiplier]] = "2" (is this correct? When setting the multiplier to 2, the light radius becomes 120)
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=== Dungeons and Dragons 4th Edition ===
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Below you'll find specific examples of how to set up lighting and vision in [[Main_Page|Roll20]] for D&D4e. To best represent Dynamic Lighting in 4e you'll need to enable [[Dynamic Lighting]] on the [[Page Settings]] page. You'll want to [[Dynamic_Lighting#Line_of_Sight|Enforce Line of Sight]] as well. Each character token will need [[Dynamic_Lighting#Line of Sight|Has Sight]] checked on the token's Advanced tab of the [[Token_Features#Token_Settings|Edit Token]] menu. In addition 4e uses squares as it's unit of measurement. This should be changed on the [[Page Settings]] menu so the "Scale" is equal to "1 unit = 1 sq".
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==== Bright Light ====
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Whether they're mobile or static, light sources in 4e follow the tradition of producing bright light out to a radius of squares. Unlike other editions of D&D they do not produce an additional radius of dim light. The radius is specified in the description of the light source. To represent this in [[Main_Page|Roll20]] you'll set the token's [[Dynamic_Lighting#Adding Light|Light Radius]] to the range listed in the handbook. Additionally the [[Dynamic_Lighting#Adding Light|All Players See Light]] option should be checked, since the object is producing visible light.
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For example, a torch illuminates 5sq of bright light. To set that up in [[Main_Page|Roll20]] it would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "5"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Checked"
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[[File:Lighting Example3.PNG|frame|right|Character with darkvision in 4th Edition Dungeons and Dragons.]]
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==== Dim Light ====
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Dim light sources are represented much the same as [[#Bright Light|Bright Light]]. There are mechanics in the game that come into play but the only significant difference for how it is used in [[Main_Page|Roll20]] is in the way it's rendered. To show that the light is dim we add a [[Dynamic_Lighting#Adding Light|Start of Dim]] at 0sq.
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For example, a candle emits 2sq of dim light. To set that up in [[Main_Page|Roll20]] it would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "2"
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* [[Dynamic_Lighting#Adding Light|Start of Dim]] = "0"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Checked"
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==== Low-light Vision ====
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While Low-light Vision has mechanical benefits in D&D4e, there is no difference in how Low-light Vision is represented in play in a [[Main_Page|Roll20]] scene.
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==== Darkvision ====
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Characters with Darkvision can see effectively in no light. There is no effective range to this vision making is so the character can see perfectly regardless of the lighting situation. To represent this we'll create a "light source" for that token with an effectively unlimited range, that only that token can see. What separates it from acting like a very powerful [[#Lantern|Lantern]] is that the [[Dynamic_Lighting#Adding Light|All Players See Light]] box is not checked. What this means is that unless an [[Dynamic Lighting#How to Add Light Obstructions|Obstruction]] blocks the characters line of sight, they can see everything.
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For example, darkvision would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "1000"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Unchecked"
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=== Dungeons and Dragons 3rd Edition / Pathfinder ===
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Third edition Dungeons and Dragons, 3.5, and Pathfinder all use nearly identical lighting and vision systems. Below you'll find specific examples of how to set up lighting and vision in [[Main_Page|Roll20]] for the above. To best represent vision and lighting you'll need to enable [[Dynamic Lighting]] on the [[Page Settings]] page. You'll want to [[Dynamic_Lighting#Line_of_Sight|Enforce Line of Sight]] as well. Each character token will need [[Dynamic_Lighting#Line of Sight|Has Sight]] checked on the token's Advanced tab of the [[Token_Features#Token_Settings|Edit Token]] menu.
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[[File:Lighting Example4.PNG|frame|right|Character with low-light vision in Pathfinder/3rd Edition Dungeons and Dragons.]]
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==== Light Sources ====
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Whether they're mobile or static, light sources in third edition follow the tradition of producing bright light out to a radius of feet, followed by an equal radius of dim light. The radius is specified in the description of the light source. To represent this in [[Main_Page|Roll20]] you'll set the token's [[Dynamic_Lighting#Adding Light|Light Radius]] to the total range of the light (that's the bright light and dim [[Dynamic_Lighting#Adding Light|Light Radius]] added together) and the [[Dynamic_Lighting#Adding Light|Start of Dim]] setting is the dim [[Dynamic_Lighting#Adding Light|Light Radius]]. Additionally the [[Dynamic_Lighting#Adding Light|All Players See Light]] option should be checked, since the object is producing visible light.
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For example, a torch illuminates 20ft of bright light and another 20ft of dim light. To set that up in [[Main_Page|Roll20]] it would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "40"
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* [[Dynamic_Lighting#Adding Light|Start of Dim]] = "20"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Checked"
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==== Low-light Vision ====
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Character with low-light vision can see twice as far from light sources. To represent that in [[Main_Page|Roll20]] we set the token's "Multiplier" to "2". This means that a torch normally produces 20ft of bright light and an additional 20ft (out to 40ft) of dim light. To a character with Low-light Vision this same torch would appear to produce 40ft of bright light and and additional 40ft (out to 80ft) of dim light.
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An example of low-light vision would look like:
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* Multiplier = "2"
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==== Darkvision ====
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Characters with darkvision are able to see in ways that don't actually involve normal light. This means that out to a certain radius, usually 60ft, they "see" without light. To represent this we'll create a "light source" for that token, that only that token can see. What separates it from acting like a [[#Lantern|Lantern]] is that the [[Dynamic_Lighting#Adding Light|All Players See Light]] box is not checked.
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For example, darkvision of 60ft would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "60"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Unchecked"
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=== Advanced Dungeons and Dragons 2nd Edition ===
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Below you'll find specific examples of how to set up lighting and vision for Advanced Dungeons and Dragons in a [[Main_Page|Roll20]] game. To best represent lighting and vision in AD&D you'll need to enable [[Dynamic Lighting]] on the [[Page Settings]] page. You'll want to [[Dynamic_Lighting#Line_of_Sight|Enforce Line of Sight]] as well. Each character token will need [[Dynamic_Lighting#Line of Sight|Has Sight]] checked on the token's Advanced tab of the [[Token_Features#Token_Settings|Edit Token]] menu.
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==== Light Sources ====
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Whether they're mobile or static, light sources in AD&D follow the tradition of producing bright light out to a radius in feet. Unlike other editions of D&D they do not produce an additional radius of dim light. The radius is specified in the description of the light source. To represent this in [[Main_Page|Roll20]] you'll set the token's [[Dynamic_Lighting#Adding Light|Light Radius]] to the range listed in the handbook. Additionally the "All Players See Light" option should be checked, since the object is producing visible light.
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For example, a torch illuminates 40 feet of light. To set that up in [[Main_Page|Roll20]] it would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "40"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Checked"
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==== Infravision ====
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Characters with infravision are able to see in ways that don't actually involve normal light. This means that out to a certain radius, usually 60ft, they "see" without light. To represent this we'll create a "light source" for that token, that only that token can see. What separates it from acting like a [[#Lantern|Lantern]] is that the "All Players See Light" box is not checked.
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For example, infravision of 60ft would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "60"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Unchecked"
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==== Ultravision ====
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Characters with Ultravision can see effectively in no light. There is no effective range to this vision making is so the character can see perfectly regardless of the lighting situation. To represent this we'll create a "light source" for that token with an effectively unlimited range, that only that token can see. What separates it from acting like a very powerful [[#Lantern|Lantern]] is that the "All Players See Light" box is not checked. What this means is that unless an [[Dynamic Lighting#How to Add Light Obstructions|Obstruction]] blocks the characters line of sight, they can see everything.
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For example, ultravision would look like:
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* [[Dynamic_Lighting#Adding Light|Light Radius]] = "1000"
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* [[Dynamic_Lighting#Adding Light|All Players See Light]] = "Unchecked"
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Latest revision as of 08:46, 6 April 2022

Roll20 currently have two Dynamic Lighting systems.