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.
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
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “See Also”- Fog of War — task recipes
- Vision System — how the D&D 5e rules map to the implementation
- Play Mode — toolbar controls