Mixed Forest Glade 01

[update 10/23]

improved lighting. refined shadows under trees and foliage.



A small glade

Layer 3

The tree caps can basically be saved and used as a separate layer to switch on and off dynamically in engine.

To unlock the full potential of the map for use in an engine like foundryvtt you basically need to do the following (in case you are wondering):

- export map one time with layer 3 hidden (version without tree caps)

- export the map with only layer 3 and background showing, deactivate the night filter and activate the B&W filter to make the background completely white for easier editing

- edit tree caps image in an image editor of your choice, select the open area in the middle and make it transparent (some marquee select tool or just lasso select or if you wanna be more advanced and detailed you can paint in a layer mask) and export with transparency (.png and the likes)

- use base map as background and tree caps as a tile in foundry

- tag the tile as overhead and roof and occlusion mode to fade the entire tile or:

- get the better roofs module () and roof occlusion vision and fade ()

- set the occlusion mode to radial fade and set the vision range in the token itself with the "Occlusion Radius" shown under the "Appearance" tab

Layers 2 - 0

Are designed in conjunction with one another and to be used even without layer 3. Shadows are based on what's on the "under trees" layer

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Created by: Coffee 2 years ago
Last edit: 1 year ago
Aspect ratio: 1:1
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