Vision basics
The Vision section of the Token Settings dialog has a small set of controls that decide how far a token can see and how its vision sphere is shaped.
Radius and bright radius
Section titled “Radius and bright radius”Radius is how far the token can see at all. Bright radius splits that range in two: everything out to the bright radius reads as bright light, and from there to the full radius reads as dim.
That’s how most light sources actually work at the table — a torch is bright to 20 ft and dim to 40 ft. Leave Bright radius at off and the token’s whole sight range fades gently from the token outwards, which is how vision behaved before this control existed.
Darkvision takes over when it’s on: the token sees its entire radius as bright, which is the tabletop rule (“darkness counts as dim, dim counts as bright, out to your range”) applied to a dark map. The Bright radius slider is disabled while it’s on, because it has nothing left to decide.
The Range slider sets the token’s vision radius in pixels. 2000 is a reasonable default for a humanoid; smaller for a cave creature, larger for a hawk.
When you add detection modes (next page), the range from those modes takes over — see Detection modes for the details.
Sphere vs Cone
Section titled “Sphere vs Cone”The Sphere / Cone toggle controls the shape of the vision area:
- Sphere — circular vision in all directions. Standard humanoid sight.
- Cone — directional vision (a forward-facing wedge). Useful for blindfolded creatures with directional senses, or for stealth-rules tokens that only see where they’re facing.
For cone vision, two extra controls appear:
- Cone angle — how wide the cone is.
- Cone direction — where the cone points. The token’s facing rotation also influences this — rotating the token rotates its vision cone.
Darkvision (legacy)
Section titled “Darkvision (legacy)”The Darkvision switch lets the token see through scene darkness up to its full range — the classic D&D darkvision behaviour.
Edge softness
Section titled “Edge softness”The Edge softness slider (0..1) controls how the token’s vision sphere fades at its outer edge:
0— hard rim. Useful for “you can see this clearly OR not at all” gameplay (e.g. magical wards with sharp boundaries).1— full radial fade (the default). Soft, natural-looking falloff.- intermediate — partial fade band near the rim.
This same softness drives how the fog of war reveal is shaped — see Fog of war for the visual effect.
This setting replaces the older “Hard Edge Light” switch — the slider is more flexible and supersedes the binary toggle.
Vision flicker
Section titled “Vision flicker”The Flicker controls (Enabled / Speed / Amplitude / Target) under Vision wobble the vision radius over time, simulating a torch held by the token. Useful for in-game torches the player is carrying (vs scene-placed sconces). For richer torch effects see the scene lighting page — those scene-side animations are typically more dramatic.
Putting it together
Section titled “Putting it together”A few common token-vision configurations:
| Token | Range | Type | Cone angle | Darkvision | Edge softness |
|---|---|---|---|---|---|
| Standard human | 1500 | Sphere | — | off | 1.0 |
| Elf at night | 1500 | Sphere | — | on | 1.0 |
| Cave dweller | 800 | Sphere | — | on (rely on darkvision detection mode for graduation) | 0.5 |
| Sniper / spotter | 3000 | Cone | 60° | off | 0.8 |
| Blindfolded brawler | 0 | — | — | — | — |
Related
Section titled “Related”- Detection modes — six Foundry-style senses with per-mode ranges.
- Conditions — Blinded / Vision-impaired automatic vision-range scaling.
- Fog of war — how it works — what the token’s vision actually reveals.