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Lights — basics

A light in PostRoll is a single source of illumination on a scene — a torch, a sunbeam, a magical glyph, a streetlamp. You place lights on the canvas, give each one a colour and a reach, and they light up the scene through any fog of war and ambient darkness you have set.

This page covers placing your first light and the core controls. For softer edges, animations, presets, and weather effects see the other pages in the Lighting section.

  1. On the canvas toolbar, click the lighting icon (or press L).
  2. The Light Tool panel opens. It has a list of lights at the top and a tabbed inspector for the selected light below.
  1. With the Light Tool open, click + Add light at the top of the panel.
  2. Click anywhere on the canvas to drop the light at that position.
  3. The new light appears in the list and is automatically selected.

You can move a light at any time by clicking it on the canvas and dragging the handle, or by typing new x / y values in the inspector.

When a light is selected, the inspector groups its settings into five tabs:

Tab What’s there
Animation Preset picker, effect stack, intensity / speed multipliers, attached particles, keyframe timeline
Geometry Radius, shape (circle / cone / polygon), bright / dim radii, edge softness, source size (penumbras), shadow knobs
Color Colour picker, Kelvin temperature slider, per-light colour grading
Vision Reveals fog of war toggle, respects walls, hard / soft vision behaviour
Advanced Priority, blend mode, tags, darkness activation range

Don’t worry about reaching them all at once — the basics on this page are mostly under Geometry and Color.

The Radius slider in the Geometry tab sets how far the light reaches in pixels. Below it, the Outer radius field overrides this — when set, that’s the light’s true reach (the visible disc). Most authors leave them equal.

The Color tab has two ways to pick a colour:

  • Colour picker — pick any RGB hex value.
  • Temperature (Kelvin) — slide between 1000 K (warm tungsten) and 12 000 K (cool daylight). Useful for matching real-world references like candlelight (~1900 K) or overcast daylight (~6500 K).

Setting one updates the other. Use whichever feels more natural — temperature for realistic light, picker for stylised colours.

The Intensity slider in the Animation tab controls overall brightness. 1 is full strength; lower values dim the light without changing its colour or reach.

In the Geometry tab → Shape select, you can pick:

  • Circle — the default. Light spreads evenly in all directions.
  • Cone — a directional spotlight. Two extra controls appear:
    • Angle — how wide the cone opens (in radians, ~Math.PI / 3 is 60°)
    • Direction — where the cone points
  • Polygon — a custom shape from a template or hand-drawn.

For polygons, you have two options:

  • Apply template — pick from Rectangle, Hexagon, Diamond, Plus / Cross, Star, or Trapezoid. The template fits your light’s outer radius.
  • Draw custom polygon — hands you a click-to-vertex tool to shape the light freehand on the canvas (left-click to add a vertex, double-click or click the start vertex to finish, Esc to cancel).

Cones and polygons have a Rotation slider that orients the shape independently of its semantic facing direction. For circles it has no visible effect.

  • Click a light in the list to select it. Selecting on the canvas works too if the Light Tool is active.
  • Press Delete (or use the trash button in the list) to remove the selected light.
  • The list shows Lights (X/Y) where Y is the total and X is what’s currently visible after any tag filter.