Character Vault
Any Concept / Any System
Compendium
Your System Come To Life
Roll20 for Android
Streamlined for your Tablet
Roll20 for iPad
Streamlined for your Tablet

Personal tools

Difference between revisions of "Dynamic Lighting"

From Roll20 Wiki

Jump to: navigation, search
m
(move LDL info to own page, and replace page with what was previously on DL-page)
Line 1: Line 1:
<div style="background:#f0e2a1; border: 3px solid #dbc870; padding: 10px;">
 
<big>'''''Attention:'''''
 
''Roll20 is no longer maintaining this document on the community wiki. For the most up-to-date information please visit this page on our help center for assistance: [https://roll20.zendesk.com/hc/en-us/articles/360037258654-Dynamic-Lighting Here].''</big>
 
</div>
 
 
{{plus only}}
 
{{plus only}}
 +
Roll20 currently have two '''Dynamic Lighting''' systems, which are not interchangeable.
  
{{notebox |This is the page for the [[Legacy Dynamic Lighting]]. You might be looking for [[UDL|Updated Dynamic Lighting]]. }}
+
==Legacy Dynamic Lighting==
[[File:Dynamic_Lighting.jpg|right|Dungeon Art by [https://marketplace.roll20.net/browse/set/50/diy-dungeon-blank-pack Greg Taylor], Token Art by [https://marketplace.roll20.net/browse/set/2/devin-token-pack-1-characters Devin Night]]]
+
'''[[Legacy Dynamic Lighting]]'''('''LDL''') is the original system, previous refereed to as just "Dynamic Lighting", and is what people talk about in any guides or videos made before April 2020. It will eventually be removed when [[UDL]] is good enough.
 +
* [[Advanced Fog of War]](AFoW) - A part of LDL
  
Dynamic Lighting is an advanced map lighting tool currently available to '''[[Plus]]''' &amp; '''[[Pro]]''' users. It calculates line of sight on the fly as tokens are moved across the tabletop.
 
  
'''More examples in our [[Dynamic_Lighting_Examples|Dynamic Lighting Style Guide]].'''
+
==Updated Dynamic Lighting==
 +
'''[[Updated Dynamic Lighting]]'''('''UDL''') is the new DL system Roll20 have been working on to develop as a replacement for LDL, and it was first made available in May 2020, and as of Jan 2021, still have some
 +
* UDL's equivalent to AFoW is called '''Explorer Mode'''
 +
<br>
  
 +
==General Info==
 +
On both [[Tokens]] and the [[Page Toolbar]], the setting for LDL and UDL are on separate pages, as not to confuse people.
  
== The Dynamic Lighting Layer ==
+
With '''Update 1.0''', they also emphasized that ''"We will still support Legacy Lighting for a while, but we feel it’s only fair to let you know that'' '''we will be deprecating our support for the Legacy system sometime in the future'''. ''"'' No timeline for phased out [[LDL]] was announced.
  
[[File:DL_Layer.jpg|thumb|left]]
+
Roll20 have said that we will get '''at least''' three months' notice before [[LDL]] is removed.<sup>[https://app.roll20.net/forum/permalink/9713101/]</sup>
  
In addition to the '''<span style="font-family:Pictos;">@</span>Map &amp; Background [[Layers|Layer]]''', the '''<span style="font-family:Pictos;">b</span>Object &amp; Token Layer''' and the '''<span style="font-family:Pictos;">E</span>GM Overlay Layer''', is the '''<span style="font-family:Pictos Custom;">r</span>Dynamic Lighting Layer'''. This fourth layer’s purpose is for laying down lines and shapes that will serve as walls and/or obstacles that will block out light or line of sight.
+
===API===
 
+
Some [[API]], such as [[TokenMod]], support both LDL and UDL. There are still some UDL settings that API cant currently access.
<div style="clear: both; height: 10px;"></div>
+
 
+
=== How to Activate Dynamic Lighting ===
+
[[File:Pagesettingslighting.png|thumbnail|Dynamic Lighting & Fog of War checkboxes under Page Settings.]]
+
Open up your [[Page Settings]] and check the checkbox to activate Dynamic Lighting for that page. The first option Enables the dynamic lighting and the other options add functionality to the dynamic lighting system. ''You can use [[Fog of War]] in combination with Dynamic Lighting, but one is not dependent on the other to function.''
+
 
+
If you or your [[players]] suffer from sluggish dynamic lighting render results you might want to consider checking the option '''Only Update on Drop'''. What this option does when checked is that the tabletop only redraws the dynamic lighting ''after'' a token has been picked up and placed elsewhere on the map. This can lessen the render burden for users running on old computers or when a [[GM]] is working with a very large or complex map.
+
 
+
=== How to Add Light Obstructions ===
+
 
+
[[File:DL_Walls.jpg|thumb|left|Using bright colors can help in setting up your light boundaries, the boundry lines are only visible on the dynamic lighting layer.]]
+
 
+
While on the Dynamic Lighting [[Layer]], you can use all of the [[Drawing Tool|drawing tools]] available to create lines and shapes to draw walls, columns, doors, etc (except the freehand tool). You can also utilize color to help differentiate different types of light obstructions (ex. lime green for stationary dungeon walls and bright red for doors).
+
 
+
Use the drawing tools to draw outlines of all the walls and other pieces of the map that you want to block light. We suggest using the <span style="font-family:Pictos Three;">c</span> [[Drawing_Tools#Polygon.2FLine_Tool|Polygon Tool]] for best results. Due to the performance hit associated with using it, the [[Drawing Tools#Freehand and Shapes Tools|Freehand Tool]] is disabled while you are on the Dynamic Lighting layer.
+
 
+
Remember that any drawings or tokens added to the dynamic lighting layer are invisible whenever the dynamic lighting layer is not selected. You can use this fact to put overhead or other 'invisible' lighting sources on a map by placing light emitting tokens onto the Dynamic Lighting layer.
+
 
+
'''Note:''' Presently, circles drawn with the Circle Tool do not render light blocking correctly. Instead of using circles, create a rounded shape with the Polygon Tool.
+
 
+
If you plan to block out a multi-room/complex map, it's recommended that you build the light blocking with smaller individual lines. This makes it easier to select and move around the shapes you add to the layer.
+
 
+
<div style="clear: both; height: 10px;"></div>
+
 
+
 
+
=== Adding Light ===
+
[[ File:Tokensettinglighting.png|thumbnail|right]]
+
Now that you have your obstacles drawn out on the Dynamic Lighting Layer, you have to add light to your [[Page Toolbar|Page]]. Light is emitted via [[Token|tokens]]. Create a token and place it on the map.
+
 
+
Double click on the token and select the '''Advanced''' tab. There you will find the option '''Emits Light'''. This option allows you to enter a light radius amount and gives you a checkbox for '''All Players See Light'''. When the checkbox is left unchecked, the only [[player]](s) who can see that token’s light emission are those who have assigned permission to that token.
+
 
+
By default, the light will start to "dim" about 5 feet (or units) before the selected maximum radius.  This effect can be modified by using the optional "Start of Dim" value in the "Advanced" tab.  To make the dimmed area larger, set the "start of dim" value to be much smaller than the radius (e.g., 20/5).  To make the edge of the light a "hard" transition, make the "start of dim" value larger than the light radius value (e.g., 20/30).
+
 
+
It is possible to create dim light with no bright source. This is useful for creating effect where the light is coming from under a door or through curtains or shutters. Simply set the "Start of Dim" value to -5
+
 
+
Hold down the alt key while moving the token to prevent it from snapping to the grid.
+
 
+
 
+
=== Line of Sight ===
+
 
+
Line of Sight restricts [[players]] to only see lights that are within the appropriate field of vision for the tokens that they control.  This means that a light on the other side of a wall won’t be visible to a player until they’re in that room, even if it’s a light that’s visible to all players. The image below shows the difference between a dungeon without line of sight, and then with line of sight enabled:
+
 
+
[[File:Lineofsight.gif]]
+
 
+
To enable line of sight you will need the "Line of Sight" Checkbox on the Page Settings checked, as well as having one or more tokens that the player controls have "Has Sight" checked otherwise your players won't see anything but darkness.
+
 
+
 
+
 
+
[[GM]]s can also highlight a token and press '''Ctrl+L''' to view the scene restricted to the line of sight of the selected token.
+
In addition to the line of sight feature, you can now customize the “angle” of lights and the line of sight of tokens. So you can specify, for example, that a [[player]] should only have a 140-degree field of view instead of the default 360-degrees.  To do so, use the "Angle" setting on the Token Settings screen to change the angle of the light emitted or the angle of the line of sight for the token.
+
 
+
The token's vision can be further customized using the multiplier feature. The multiplier affects how far the token can see from existing light sources. This is a good way to simulate a character who has the ability to see further than normal in low light situations or has an alternate form of vision that might allow them to navigate in the dark. For example, someone who can see twice as far in low light would have a multiplier of two.
+
 
+
=== Restrict Movement ===
+
 
+
[[File:restrictplayermovement.gif|right]]
+
 
+
The "Restrict Movement" checkbox enforces that player controlled tokens, that also have the "Has Sight" box checked, cannot cross over Dynamic Lighting Obstructions. This ensures that players don't move outside the intended map area and accidentally reveal parts of the map their tokens couldn't otherwise see. It can also be used without Dynamic Lighting checked as a way of restricting parts of the map from player token movement.
+
 
+
=== Global Illumination ===
+
 
+
With "Global Illumination" checked along with "Enforce Line of Sight" the map is blanketed in light, with the only restriction to vision being Dynamic Lighting Obstructions. This options simulates daytime, outdoor, or brightly lit environments where the only limits to range of vision are physical obstacles.
+
 
+
== Troubleshooting ==
+
If ''all players can see everything'' while Dynamic Lighting is enabled, ensure that [[Page_Settings#Dynamic_Lighting|Global Illumination]] is not checked on that particular [[Page_Toolbar|Page]].
+
 
+
If ''one particular player can see everything'', try having them toggle their browser's '''Hardware Acceleration''' on or off.
+
 
+
If ''one particular player cannot see anything'' while Dynamic Lighting is enabled, ensure the following:
+
* '''Has Sight''' is checked on their Token's [[Token_Features#In_the_Advanced_Tab|Advanced Tab]].
+
* [[Token_Features#Controlled_By_.284.29|They have permission to control their Token]]. ''(If their Token [[Token_Features#Represents_Character_.282.29|Represents a Character]], ensure that [[Journal#Can_Be_Edited_.26_Controlled_By|they have permission to control that Character]].)''
+
* '''All Players See Light''' is checked on the light source Token's Advanced Tab.
+
* [[Fog_of_War#Enabling_Fog_of_War|Fog of War]] is not blocking their Token's vision.
+
 
+
=See Also=
+
* [[Fog of War]] - the free tool
+
* [[Advanced Fog of War]] - companion feature to DL
+
* [[Updated Dynamic Lighting]] - the new version of Dynamic Lighting
+
* [[Optimizing Roll20 Performance]]
+
<br>
+
 
<br>
 
<br>
[[Category:Docs]]
 
 
[[Category:Dynamic Lighting]]
 
[[Category:Dynamic Lighting]]

Revision as of 15:16, 20 January 2021

Roll20 currently have two Dynamic Lighting systems, which are not interchangeable.

Contents

Legacy Dynamic Lighting

Legacy Dynamic Lighting(LDL) is the original system, previous refereed to as just "Dynamic Lighting", and is what people talk about in any guides or videos made before April 2020. It will eventually be removed when UDL is good enough.


Updated Dynamic Lighting

Updated Dynamic Lighting(UDL) is the new DL system Roll20 have been working on to develop as a replacement for LDL, and it was first made available in May 2020, and as of Jan 2021, still have some

  • UDL's equivalent to AFoW is called Explorer Mode


General Info

On both Tokens and the Page Toolbar, the setting for LDL and UDL are on separate pages, as not to confuse people.

With Update 1.0, they also emphasized that "We will still support Legacy Lighting for a while, but we feel it’s only fair to let you know that we will be deprecating our support for the Legacy system sometime in the future. " No timeline for phased out LDL was announced.

Roll20 have said that we will get at least three months' notice before LDL is removed.[1]

API

Some API, such as TokenMod, support both LDL and UDL. There are still some UDL settings that API cant currently access.