3D Lighting and Dynamic Shadows for D&D Maps

Light is part of the map, not a filter over it

A flat map with a texture looks the same at every hour. TerrainTale lights the scene for real: a sun with shadows, torches you can attach to any lamp, bloom on flame, and a time-of-day preset that changes what the room feels like without changing a single tile.

Crypt of the Pale Knight: a moonlit graveyard with gravestones and a crypt

Day, dusk and night from one map

Image-based lighting is picked per time of day, with a sun whose shadow frustum is fitted to the map and soft shadows across the floor. Switch the preset and the tavern that was cheerful at midday becomes a candlelit hideout at night, with no rebuilding.

Castle Gate at Dusk: curtain walls, a gatehouse and a courtyard

Torches and bloom

Attach a torch light to any lamp, candle or brazier on the shelf and it lights the corridor around it; flames get bloom so a torchlit dungeon actually reads as lit rather than merely textured.

Hollowdeep Cells: stone corridors lit by torches, cells and a vault

Scaled to the GPU you have

Quality tiers are picked automatically: integrated GPUs get a lighter lighting path, discrete GPUs get ambient occlusion, MSAA and 4K shadows. It is a web page, so there is nothing to configure by hand.

Questions

Can I set a fixed time of day for a scene?

Yes, the time-of-day / lighting preset is part of the scene and is saved with it.

Do walls actually block light?

Yes, walls and props cast real shadows from the sun and from torch lights, not painted-on shading.

Will this run on an older laptop?

Yes, the renderer detects the GPU and drops to a lighter lighting path on integrated graphics automatically.

Is lighting part of the free plan?

Yes, lighting and every preset are part of the whole table on the free plan.

Ready to put a map on the table?

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