Vision & Lighting
Reference values and rules used by Mimir’s fog of war calculation.
For the toolbar controls, see Play Mode. For step-by-step usage, see Fog of War. For the design rationale, see Vision System.
Scale
One grid square equals 5 feet. All ranges below are in feet and converted to map pixels using the map’s grid size.
Token Vision Values
Each token carries four vision-related values:
| Value | Meaning | Notes |
|---|---|---|
| Bright vision | Sight range in bright light | Unset = unlimited |
| Dim vision | Sight range in dim light | Unset = unlimited |
| Dark vision | Sight range in darkness | 0 = blind in darkness; 60 ft = typical darkvision |
| Light radius | Dim radius of light the token carries | 0 = no light; bright radius is half the dim radius |
Ambient Light Levels
| Level | Description | Vision range used |
|---|---|---|
| Bright | Daylight, well-lit rooms | Bright vision (usually unlimited) |
| Dim | Twilight, torchlit edges | Dim vision; rendered as dim sight |
| Darkness | Underground, night | The larger of dark vision and the token’s own light radius; darkvision counts as dim sight |
The ambient level initializes from the map’s UVTT data when present and can be overridden per session from the map toolbar.
Light Source Presets
| Source | Bright Light | Dim Light |
|---|---|---|
| Candle | 5 ft | 10 ft |
| Torch | 20 ft | 40 ft |
| Lantern | 30 ft | 60 ft |
| Spell / Custom | 20 ft | 40 ft (defaults; editable) |
Token-carried light uses the token’s light radius value as the dim radius, with the bright radius at half that distance.
Light Level at a Point
The effective light level at a point is the best of:
- Bright, if the point is within any active source’s bright radius
- Dim, if the point is within any active source’s dim radius (when ambient is darkness)
- The ambient level otherwise
A token must be inside a light’s radius to benefit from it: the light level at the token’s own position determines which vision range applies.
What Reveals Fog
| Token | Reveals fog? |
|---|---|
| PC token, visible to players | Yes |
| PC token, individually hidden | No |
| NPC token | No |
| Monster token | No |
Visibility States
The Fog and LOS toggles are separate buttons but not fully independent: enabling Fog forces LOS on, and the LOS button is locked until Fog is turned off. Reveal Map overrides both. The resulting states:
| State | Map (player view) | Tokens (player view) |
|---|---|---|
| Fog off, LOS off | Fully visible | All player-visible tokens shown |
| LOS only | Fully visible | Only tokens within party line of sight |
| Fog on (LOS forced on) | Hidden outside party vision | Only tokens within party line of sight |
| Reveal Map | Fully visible | All player-visible tokens shown |
Individually hidden tokens are never shown to players, in any state. See Play Mode for the controls themselves.
Wall Occlusion
UVTT maps include wall and portal (door) data:
- Vision is computed as a visibility polygon by raycasting against walls
- Closed doors block vision; open doors do not
- The Fog and LOS toggles are only available on maps with UVTT data
Maps without wall data use circular (radius-only) vision with no obstructions.
See Also
- Fog of War — task recipes
- Vision System — how the D&D 5e rules map to the implementation
- Play Mode — toolbar controls