Are you ready to take your adventure to the next level with Dynamic Lighting?
“How do I get started?”
Double-click the token you want to edit and then select the Dynamic Lighting tab to view the various lighting and vision settings.
You need to enable settings on each individual token in order for Updated Dynamic Lighting to work.
Note: The "Controlled By" field is located under the Basic tab in a token. You will see the field under the “Name” field on the left side of the window. To allow your players to move their tokens and have visibility, you must assign their respective tokens to them.
“What is vision?”
The vision toggle gives players and their respective tokens the ability to see. You’ll find further vision settings directly under that toggle. A token does not visibility if this toggle is not turned on. When a token has vision, the token can only see up to the edge of what is illuminated by light sources.
“What are the vision settings?”
- Allows your token to see in total darkness, up to however many feet you specify.
- Note: Once enabled, you can even adjust the color of your Night Vision using the Tint Color option, or add a cool sharpening of your Night vision range with the Sharpen Effect toggle. The new Dimming effect will also allow for dim Night Vision past the distance set.
- This option provides alternative functionality to the Night Vision effect.
- Dimming causes the vision area of the selected token to become dim Night Vision
- 10 feet of Dimming will have the inner ten feet of Night Vision appear bright while any amount left over will appear dim from that distance onward to the end of the night vision area.
- This option limits your vision to an arc from the chosen center of a Token. This is perfect for those who want a more "realistic" depiction of sight where the token/character can only see what's in front of them.
- Nocturnal Vision is a new mode that mimics DnD5e and PF2e rules for Darkvision. When this mode is enabled, tokens will have Low Light in No Light areas, and Low Light areas will appear Brightly Lit.
- You can tint this vision with any color, but we recommend using a gray tint if you want to create a monochrome appearance.
“How do I make a token produce light?”
If you want to better immerse your players into the world you’ve created, you can give objects e.g. torches or players the ability to produce light.
- You can now set any of the lighting options below to emit colored lights.
- The setting for colored lights can be edited right under the Directional Light options.
- Allows a token to emit a bright light up to a certain specified amount in feet.
- Note: Bright Light on its own has a feathered "edge" starting at 1/2 of a grid cell before the edge of the bright light.
- Allows tokens to emit a gentle, low light, up to a specified amount in feet. Low Light gradually fades out starting at its origin to the edge of its field.
- Limits the emitted light to a certain radial degree from the center of a token.
- This is perfect for certain light types that have a limited light cone, like a flashlight.
- Displays the total amount of light (Bright Light AND Low Light) being emitted from a token, with the token’s light radius starting with Bright Light and ending with Low Light.
“What options are available in the dropdown menu for 'Advanced Settings?'”
You can find the Light Multiplier in the dropdown at the bottom of the Dynamic Lighting tab. This feature allows users to change the token’s radius of light by percentage.
For example, setting the Light Multiplier to 200% will let the Token see light from twice it's set radius.
Popular Token Settings Examples
This can be any static source of light, from wall sconces to street lights. Since these light sources won't be moving, these light sources 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. The campfire should not have Has Sight enabled because it is not attached to a player. 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"
This can be any static source of light, from wall sconces to street lights. Since lights 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. The campfire should not have “Has Sight” enabled because it is not attached to a player. 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"
This can be any static source of light, from wall sconces to street lights. Since these lights 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. The campfire should not have “Has Sight” enabled because it is not attached to a player. 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"
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"
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.
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"
Leave all vision and lighting settings to "Off."
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Looking to set up Dynamic Lighting quickly, or need to double check your work?
You can visit the Dynamic Lighting Checklist for a quick and easy walkthrough!