Roll20 Updated Dynamic Lighting Low Light Vision

Updated Dynamic Lighting on Roll20 brings a variety of gorgeous features which really give more values for this lighting tool feature.

Besides, the Updated Dynamic Lighting will replace the previous Dynamic Lighting version and also add more new features to make this lighting feature better.

The Low Light Vision is one of the Updated Dynamic Lighting features. If you cannot set the low light vision on the old Dynamic Lighting version, in this update, you actually can adjust the low light vision on your game map. So, let’s find out about the Low Light Vision feature below!

Low Light Vision Feature on Updated Dynamic Lighting

Low Light Vision Feature on Updated Dynamic Lighting

Low Light Vision is one of the Updated Dynamic Lighting on Roll20. This feature allows the players to set the light depending on the light source. The light source here is coming from either being carried or as the part of the environment.

Of course, for very dim light sources including glowing coals, a luminescent barrel of radioactive waste, a patch of incandescent mushrooms, you probably want to use the Low Light for them. Whatever the light source coming from, you may desire to set the lighting/ vision settings of a player-owned token or make sure the source is on the map layer.

Here, we take an example for a glow stick lying on the ground which emits low light out to 5 feet. Well, with the Low Light Vision feature on the Updated Dynamic Lighting, you are able to set which we’ll show as follow;

Token Vision

  • Vision: OFF

Token Emits Light

  • Low Light: ON
  • Low Light Distance: 5 ft
  • Total Light will automatically read 5 ft

Well, those are the settings of Low Light Vision that you can adjust. So it’s a great time for you to start setting the Low Light Vision to prove this gorgeous Updated Dynamic Lighting feature.

More Updated Dynamic Lighting Features

Updated Dynamic Lighting or UDL is a new version of the lighting tool on Roll20. The arrival of this new version is to replace the Dynamic Lighting and Advanced Fog of War feature from the old dynamic lighting system named Legacy Dynamic Lighting (LDL) which combines them into a single (unified system).

The new version of Dynamic Lighting features a stronger framework for future feature enhancements which is more performative and reliable a lot. The UDL totally has been updated for more current computing technologies.

On LDL, the Advanced Fog of War feature has been renamed by Explorer Mode to avoid confusion. The good news, the UDL uses WebGL which will be available in most computer systems and also supported by all the web browsers, supporting Roll20.

For more information, the LDL has always used WebGL, so we think that the change is that Explorer Mode will now run on the same system. Updated Dynamic Lighting was released on April 8, 2020 as an opt-in feature for Pro/ Plus users.

Here’s the outline of the major features added to Updated Dynamic Lighting:

  • Explorer Mode
  • Darkness Tool
  • Convert Lighting

Thankfully, this post will explain all features for you in detail. Here they are:

Carried Light Sources (With Vision)

Carried Light Sources (With Vision),

The light source can be any static source of the light which come from wall scones to street lights. Due to they cannot be moving, those lights are the best which are represented as new tokens on the Map layers.

On the certain game, you may find a campfire that has to accept a Light Radius and have All Players See Light like the Lantern. If the light is not attached to the player, Has Sight should not be enabled at all. Well, the Carried Light Source feature comes to enable the player to move those static sources to obtain the light to the Map layer safely. So, they do not get moved accidentally.

Here, we take an example for a large bonfire which emits bright light to 100 feet and another 50 feet low light. You can set it up as follow:

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)

Stationary Light Sources (Without Vision)

The stationary light sources are the best represented as new tokens on the Map layer to make the campfire receive a Light Radius. It can be a way to move the static sources of the light to the Map Layer, so they do not get moved accidentally.

Here, we take an example for a large bonfire which emits bright light to 100 feet and another 50 feet low light. You can set it up as follow:

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

Directional Light

Directional Light-

You can limit the angle of a light source with the Directional Lighting feature. You are able to activate the Night Vision to simulate senses such as Dark Vision. Here, we take an example to set up a character who can see in complete darkness up to 60 ff as follow:

Token Vision

  • Vision: ON
  • Night Vision: ON
  • Night Vision Distance: 60 ft

Total Darkness

You can use this feature to leave all vision and the lighting settings to OFF.

Daylight

On the Updated Dynamic Lighting, you can activate the Daylight Mode option with a light source which illuminates the entire page. It’s very useful to create the situations where the vision is not limited as the lack of the light.

Those are all the Updated Dynamic Lighting features that will make your map vision better.

Here’s a list of Update Dynamic Lighting Performance

  • Improvement on responsiveness and loading time
  • Improvement to Night Vision
  • Adding Zoom Interactions to interact with Explorer Mode and Pixel Dust
  • Visual Artifacts when using Explorer Mode
  • Improvement on lagging with keyboard movement
  • Improvement on memory spikes and high memory usage
  • Updated Dynamic Lighting improves when certain pages are not loading well.
  • Improve when lighting and vision appears as a cone without changes to Directional Vision.

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