Lighting in Imagine*.

by Gregory Denby

Note: This document was written for Imagive v.4 DOS. Some small additions have been made describing additions made in later versions for Windows.

* Imagine is the copyrighted software from Impulse, co.

Contents

Part 1

Part 2

Lighting Strategies for Imagine



Part 1

General information

The program provides three types of illumination. These are ambient, point source and parallel ray light. Ambient light is only available when a Project is open, and is made by modifications to the Global Actor in the Action Editor. (Addendum: Imagine for Windows allows abient lighting in quick renders.) Both point source and parallel ray lights may be created and modified in the Detail, Stage and Action editors. While the ambient light islimited to modifications of intensity and color, the other two have a variety of options. The light may be set to fall off in intensity in two different ways. It may project with either a circular or rectangular cross section. Also, it may cast shadows if used in trace mode. Special "soft" shadow arrays may be selected in version 4 of the software. Finally, a light may create lens flares if the appropriate special FX is used. Imagine does not support radiosity as of version 4 (Or v. 1+ for Windows) As such, the cumulative effect of light bouncing from one surface to another will not occur automatically. Imagine also does not directly support the scattering effect of the atmosphere. There is, however, a method of decreasing brightness to simulate the rapid drop in illumination from either diffuse lights, and/or the presence of "thick" atmosphere.(see below)

The lights created in the Detail editor can have several functions unavailable to those made in the Stage or Action editors. On the other hand, the Stage and Action lights have features which make them easier to aim. In all cases, the core functions are set within the Light Source Data requester. This appears upon creation of a light in the Stage or Action editor, or after the "light" button is pushed in the Detail Function Attribute requester.

Lights take on a variety of appearances depending in which editor they were created. Those started in Stage or Action will appear in the Stage as circles. A directional light will have a small dash through its "y" axis. Lights from the Detail editor may either be plain axes, or objects of any shape. Whatever the shape of the object, light is still emitted from the object's axis.

A light set to cast shadows will only display this effect if used in Trace mode. In Scanline, it will behave like any other light. Its rays will pass through any surface without effect.

Ambient light is a global effect. Once it is set, every object in a scene will show the same increase in brightness. No other alterations are possible with this illumination. Note that the effect of this is to flatten any shading. If subtle light sources are also in use, their effect will be cancelled. At the extreme, everything will appear as flat 2D shapes.
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The Light Source Requester

The Intensity Gadgets.
The light's intensity gadget defaults to 255 for each of the red, green and blue components. As is usual in an additive color scheme, this produces a pure white color. Any numbers lower than this will produce a corresponding decrease in both the saturation of the lights color as well as a diminishing of its intensity. Numbers above 255 will not have more saturated color, but can produce intensely bright lights shining in pastel colors.

Directional Options
By default, the light is a "Point Source." This may be toggled to "Parallel Rays." The amount of illumination showing on any surface is determined by its angle to these lights. Any surface which is exactly perpendicular to these lights will appear with maximum brilliance. As the angle increases to 90 degrees, the surface will fade to black, no matter how bright or close the light is. In their default state these lights also do not diminish with distance. This is not anything like a natural light. While a laser does produces beams similar to Imagine's parallel light source, any other light's intensity will decrease by the inverse of the distance. The basic Imagine point source does not do this.


This illustration shows how the perceived intensity of a parallel light is influenced by the angle to the receiving surface.

Decreasing Intensity (1/R lights)
In order for the brightness to appear more like a natural light, further modifications must be made. Two switches are provided to decrease the intensity of light with distance. Either one of "Diminishing Intensity" or "Controlled Fall-off" may be selected. When Diminishing Intensity is selected in the light source requester, the light is altered so that there is a central sphere of absolute illumination, which then falls off in a non-linear fashion. With the default setting for intensity, there is a sphere with a 255 unit radius which is filled with white light. Immediately beyond this distance, the intensity drops off in inverse proportion to the distance. Thus, at 510 units, the level of light is 128. However, there is still a remnant of the light at theradius of Imagine's world, 32,000 units. If diminished, the parallel light declines in the same fashion, but with a "wall" of light instead of a sphere. If the light is increased or decreased in intensity, the area of complete illumination is correspondingly altered, and the area of diminishing intensity is proportional.

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This image shows how both a monochrome and a colored diminished light source falls off in intensity with distance. Pictured are a series of sphereical shells ranging from a 64 unit diameter to 3072 units.

h5>Addenda:Real World Lights (1/RR) Imagine for Windows added another kind of diminishing light source. Called "real world," the intensity of the light falls off the the inverse square of distance from the light. As with the older 1/R lights, the "surface" of the light is at a radius from the point. Unlike the 1/R light, whose radius is a simple multiple of the light's intensity, the 1/RR light radius is considerabley more difficult to figure precisely off the top of one's head. One may make guestimates based on the following: Every time the intensity quadruples, the radius doubles. As it happens, a light of intensity 1 has a radius of 8 i.u. Applying the rule, intensity 4 yields a radius of 16, intensity 16: radius 32, intensity 64, radius 64, and so forth.

The fall-off is dramatically faster than 1/R lights. A source with intensity 256 will offer maximum brightness up to a radius of 128 i.u. At 512 i.u, there will be an intensity of 128; at 1024, intensity 64; at 2048, intensity 32, and so forth. When these lights are used, much more drastic shading effects occur.

This illustration shows the remarkable difference between an 1/RR light placed at the center of concentric sphere sections, and an 1/R light, both having intensity = 255. The left section is lit by 1/RR, and the right by 1/R.


This shows the same set of sphere section illuminated from a central 1/RR source of intensity 4096.

Controlled Fall Off
If this option is selected. the light's effect will extend no farther than the length of its y axis. This allows a fairly prcise control. If a 255 intensity light is placed 75 units from a surface, and its y axis is sized to 100 units, the the surface will receive 64 units of light. Note that this may be used in shaped lights, but that the x and z axes will then have to be adjusted to obtain the desired geometry.

Shaped Light
Shape may be added to a light through the round and rectangular switches. When selected, the round switch will cause the point source to become a cone expanding in the direction of the y axis, and scaled by the size of the x axis relative to y. The parallel light is turned into a cylinder with a radius equal to the x axis. The rectangular modification produces either a rectangular pyramid, or a beam, scaled by both the x and z axes.

Casting shadows
If a light is used in Trace mode, it can be set to cast shadows. Both Detail and Stage/Action light requesters allow this to be activated. Imagine v. 4 also allows Detail lights to cast "soft shadows." This is done by creating a cluster of invisible sources positioned around and axis. The number of sources is determined by a Preferences setting.

Lens Flare
Finally, one may turn off the light's ability to generate lens flares if the Flare FX is used on the Global actor. This should be done if the light is dim, or is part of a set made to create a diffuse illumination.
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Ambient Light

Like the requester for point and parallel lights, the Global Actor requester has three gadgets for entering the intensity and color of ambient light.


Lighting Oddities.

Darkons
In a scanline render, shaped lights may have a negative intensity. This effect has been dubbed "darkons." For example, if a rectangular light with RGB values of -255, -255, 0 is pointed at an area also lit by a 255, 255, 255 light, the viewer will percieve only blue at that area. Although clumsy to use, darkons can simulate round and rectangular shadows in scanline renders. One might place a parallel "darkon" light under a chair, for instance, to subtract the light otherwise present.to fake a shadow

Colored Haloes
Diminish intesity lights shine with an absolute brightness for the number of units assigned in their intensity requester. Because the light is divided into red, green, and blue components, uneven use of these colors can produce "haloes." An instance of this would be a 255, 200, 64 light. If placed near a surface, the first 64 units from the axis would be white, the next 64 a brilliant orange, and the next 128 a pinkish orange. The light would then fade away as a pale orange, shading with distance to a darker and darker red.


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Detail Editor and Stage/Action Editor Lights.

While both of these kinds are basically the same, each has extensions which make it useful in different ways.

Lights created in either the Action or Stage editors can be more readily aimed. Appearing as circles in the Stage editor, those which have been defined as parallel, circular or rectangular lights will havea small line pointing out of them indicating where they are aimed. If the command Display | Show Light Lines is selected from the Display menu, six lines will project from them to indicate bothe the type of light and its size and direction. The test of where the light will fall is found through the use of the command Display | Light View . A list of available actors is presented, and upon selection, that vantage point is used to create the Perspective view.

While lacking these easy aiming tools, the Detail editor light sources have several important options open to them. Any Detail object can be turned into a light simply by clicking the "Light" button, and setting the parameters in the requestor. Light will then be emitted from the position of the object's axis. However, light emitting paths and deformation tool will probabley be of little use.

Note that because the default position for the axis on most polygonal primitives is within the object's surface, they may make a very odd light source. If shadow casting is not turned on, the outside of the object will remain unlit, while everything around it will be illuminated in the manner designated in the requestor. For the object to have any shine to it, the axis must be moved outside the object. This can be used to emulate a lightbulb, for instance, if the object's specularity has been turned up, causing the glow from its own light to highlight itself. Obviously, a plain axis will not have this problem.

Other than placing the axis outside a polygonal object, shadow casting lights have three ways to radiate light. Their filter settings can be turned on, allowing the transparency to transmit a portion of the light. The object can be made into fog. If the fog setting is very low, .01 for example, the light will get out, and the appearance will turn into a bright silhouette. High fog setting will turn the object to a colored smudge, and the effect of being self-illuminated can be regained by increasing the brightness setting. Finally, one may simply cut shapes out of the surrounding polygons to form objects appropriate for lampshades or even jack-o- lanterns.

As of version 3, special "lite" textures have been available for round or rectangular lights. The "softedge" textures offers an essential improvement to shaped lights. It smudges the edge of the illuminated area, similar to the gradual fade of most light fixtures. A discussion of all the variations available from this and the other lite textures is best left to the Texture docs.

Just as Softedge smoothly fades the edges of a lighted area, the Soft Shadows option makes the edge of a shadowed area fade away more or less smoothly. As of version 4, these may be automatically called up from the Detail's light requestor. The number of elemnets in these arrays are set in Preferences. The deafualt value is 20. The density of their packing is controlled by the size of the x axis.
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Light Times.

Adding diminished intensity, or controlled fall off and/or shaped lights to the default point source only changes render times a small amount. In a very simple traced scene, each may add 3% or less to rendering time. This amount appears to increase in a linear fashion, such that the addition of ten diminished lights to a scene where there had only been one will add about 30% to rendering time.

Unfortunately, the addition of shadow-casting usually adds significantly to rendering times. In some cases, this change can be enormous. Depending on the complexity of the scene, a single shadow casting light can more than double the rendering time. One of the new "soft shadow" 20 light arrays used in the same scene can increase rendering time by 1400%.

A principle reason for this increase is the amount of time Imagine spends anti-aliasing the pixels at the edge of the shadow. This can easily be observed if one is using a version of Imagine which allows real time rendering previews. As the scanline progresses across the screen, it slows immensely as it crosses over the boundary of a shadow Although it is not an entirely effective or desirable work around, lowering the number of anti-aliasing rays in Preferences can somewhat lessen this slow-down.
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Part 2

Lighting Strategies for Imagine

The program's light simulation only slightly resembles that found in nature. The amount of light seen on a surface is controlled by the light's angle of incidence. The intensity of the light may fall off in inverse proportion to the distance, if you exclude an initial sphere of maximum intensity. However, the light is not reflected by surfaces, or scattered by an atmosphere. As a result, the generally diffuse appearance of light in every day experience is not directly available. Fortunately, there are a number of ways to approximate natural illumination.

The following techniques make an assumption common to usual methods of naturalistic representation. If an image is consistent in its construction, and does not obviously diverge from usual perceptions, the viewer will tend to assume the image is "real." A simple instance of this occurs in paintings. Artist's colors did not achieve a full spectrum until near the beginning of the 20th century. And even after that, few artists ever work with more than a few hundred hues. Nevertheless, images whose range of colors generally fit ordinary experience are perceived as being "real," despite lacking the subtlety really existing. In like manner, the lighting methods presented here attempt to give approximations of genuine light that will give an semblance of reality.


Focusing on Small Groups of Objects

A Basic Arrangement.
A studio method used by photographers can be adapted for use within Imagine. Although any effect may be used, few photographs are taken with a single bright flash. Usually, a main or "key" light is placed off to one side. This is usually fairly intense, and is used to bring out highlights on the subject. The down side of this is very dark, harsh shadows. A dimmer light, known as the "fill," is placed on the opposite side to lessen the severity of the shadows, and reveal the rest of the detail. Another light might be used to brighten any back drop, so as to flatten out and contrast the principle subject.

Even the simplest adaptations of this set up can enhance Imagine quick renders.


This above image is a set of scanline renders. The left section shows a green cube with a single purple face, a red cone with no phong smoothing, and a blue sphere, sitting on a ground with the global lighting shining straight at them. The illustration lacks most sense of depth. The center part of the image shows the results of moving the global light both horizontally and vertically 30 degress. With the ground now illuminated, and a bias to the shading, there is a much better sense of depth. However, the only detail among the objects, the purple face, is lost in blackness. The rightmost section shows the effect of a non-dimishing point source of intensity 123 placed 30 degrees to the left and 15 degrees up. This rescues the detail, but causes the shading to flatten out somewhat.

Adding complexity.
While the above provides a distinct improvement over the basic quickrender,the image still has a somewhat unreal look. There are no shadows. All the shading is very simple. A portion of the ground is very bright, while most is utterly black. There are quite a few ways to make the scene a bit more realistic.


The second set images was done in trace mode to enable shadows, as well a shading. The left section shows the effect of placinga no fall-off point source out at 512 i.u., at 30 degress horizontal and vertical. The sense of depth is much more pronounced. Unfortunately, some areas are again lost in darkness

TIP: Modifying shadow intensity
TIP: If one sets a light to cast shadows in Imagine, any area behind an object will be completely dark. There are two ways to lessen this effect. One may place other lights around the scene to fill in the shadow. In the center of the above illustration, a light has been placed to the left to relieve the darkest areas of shadow. There may be times when this is not desirable. If one wants light coming from only one direction, but wishes to lessen the shadow, create two lights at the same place. Both should be half the desired intensity, but only one should cast shadows. This way, the non shadowing light will pass right through any objects, and lessen the depth of the shadow.

The right section of the illustration shows the effect of placing a point source at co-ordinates x = 0, y = 6000, z = 6000. While it is only set at intensity 64, at such a distance, its rays are perpendicular to much of the infinite ground, thereby giving a general illumination. There are many occassions when a few small lights set off in the distance will brighten up whole scenes.

Making the objects interact with the light.
As previously mentioned, the lightsource provides shading to objects, giving them a sense of depth. In many cases, this will only provide low and mid toned hues. A good way to enhance the sense of dimensionality is to add specularity to the objects, as has been done in the example above. Not only do the highlights add greater definition to the objects, but our experience interprets them as pointers to the environment as a whole.
NOTE: Diminished Light.
Real world lights fall off in brilliance with distance. Imagine lights must be told to do this by choosing the "diminishing intensity" switch in the light requester. This fall off is not exactly continuous. There is a central area of unchanging maximum brightness. An even 255 light will shine undiminished for the first 255 units from its center. In like manner, a 64 light will be just as bright for the first 64 units of its spread.If the RGB intensities are uneven, a circle of white light will result, as well as an intermediate band of color. Therefore, one may prefer to use diminished intensity lights when they can be placed beyond their radius of total illumination.

There are some other side effects from using diminished lights. The penumbra formed by the indispensable softedge texture will be lessened within the zone of maximum brightness. Also, specular highlights on objects will be duller when the diminished light is at a distance.

Darkons In some cases, scanline "darkons" can be used to fake shadows. Placing a parallel shaped light with the softedge lite texture behind an object can produce a fuzzy darkened area somewhat like shadows in a scene with complex ambient light. This is available in scanline renders.
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Lighting a World

The previous section attempted to recreate photographers' studio lighting. This is appropriate for "still life' or "portrait" renders. More elaborate light arrays are needed for landscape scenes.The question here is not how many lights one can use, but how few.

The reflection and fluorescence caused by sunlight in a daylight scene effectively makes every object a light source. One may use a manageable number of lights if the scene is broken into a number of principle regions. First, there is the disk of the sun. Then there is a pool of extreme brilliance around the sun caused by the scattering effects of the atmosphere. Next there is bluish light from the air, which can be as bright as 20 per cent of the sun light. The horizon can be considered as the accumulation of all light scattered by the lower atmosphere and objects projecting up from the ground. The ground itself colors and returns a large percentage of incident light. This grouping yields five different kinds of lights.

Consider building a world light set in the following manner. Place an axis at the world origin. This will be used as the parent of a group. Give it an appropriate name, such as "center" or "focus." To facilitate placement, make a sphere with a radius of 512 units, 36 circle sections, and 18 vertical section. The following light axes will be placed around the edge of this. All lights will be grouped to the center. Depending on the size of the world to be illuminated, this group can simply be scaled up or down.

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This shows large structure, over 4000 units across, as lit by a world light array called "mid-morning," and as lit in a quickrender.

The Sun.
Create and axis, name it "sun," and place it 60 degrees up from the horizon at the edge of the guide sphere. Next, create four yellowish parallel lights of low intensity, around 20, 19, 16. Set them to cast shadows. Place them around the sun just a few degrees away. Aim one directly at the center, and the others aligned parallel to the first. Group these to the sun, which in turn is grouped to the world center.

Sun's halo.
Make 4 to 6 slightly brighter, even colored point sources. Place these evenly within 15 to 20 degrees around the "sun" group. The total illumination of both the sun and the halo sources does not need to exceed 225. It may be desirable to make them somewhat less, so that any object with brightness turned all the way up will then appear to be a light. These may also br grouped to the sun.

The Sky light.
Create slightly blusih point sources, and place them in the opposite hemisphere from the sun. Two or three thirty degrees apart from each other, and no more than 22 units of intensity for the blue component will do.

The Horizon light.
Place these lights between 10 and 15 degress up from the horizon. There should be at least six point sources. Depending on where the sun is in the sky, they will be more or less evenly spread around the perimeter. They should be fairly dim, no more than 25 intensity units. If there are more than six, the strength should be further decreased.

The Ground Light
The last light source will represent the light reflected up from the ground. Create a very dim parallel light source. Place it directly below the world center. Usually this light would fade rapidly but in this example it will remain undiminished. This lay out is intended to be general purpose, and used with as little manual adjustment as possible.

Of course, the numbers listed above for the number of sources and their strength are just suggestions. Some "days" could use sun arrays that use the peak 255 illumination. A world light set with a large number of very dim sources would be useful for mimicing an over cast day. A few inactive axes could be added for those occassions when special lighting conditions are present. Each variation can be saved as a state. Note that morphing between world light states during an anim is likely to create very large files, since every pixel is likely to change as the lights alter.

The Principles Behind The World Lay Out.
As noted elsewhere, the basic Imagine light source does not dim with distance, but does fade depending on the angle of the incident light. Specifically, the light found on a surface is equal to the intensity of the projecting light multiplied by the sine of the incident light. What this means is that any face within 10 degrees of perpendicular will be very close to maximum intensity. The level of illumination will only gradually decrease, and at 60 degrees, there will still be half the light. From there, the brilliance fades rapidly and drops almost as much in the last 5 degrees as in the first 25.

When a principle light sources is broken up into smaller units, their rays will form a broader bright area. Placing more dim lights around 60 degrees away will keep the shading from being too drastic. The addition of other small lights around the scene will simulate back scattered light. Because most of these lights do not cast shadows, their effect will be applied to all surfaces similar to the omnidirectional illumination from the atmosphere.

TIP
One may quickly create diffuse light sources using the automatic soft shadow casting arrays. Simply place an axis set to a soft shadow casting light in the scene's "sky." Then scale the axis up so that it fills a large degree of the scene circumference. This spreads out the invisible elements of the soft shadow array. When rendering in trace, the scene will be more evenly lit, although there may be many shadows going off in all directions. Also, note that there will be a rendering time penalty as is always the case with soft shadow arrays. back to Contents


Interior Lighting

Ordinary interior lighting is likely to be the most complex situation to mimic. The various light actors may be incandescent or floursecent fixtures, with any number of different shades or defusers. Natural light may also be present, more often as scattered light than direct rays of sunlight. Most rooms are small enough that the effect of light repeatedly reflecting from ceiling to floor to walls is readily noticable. This sort of enviroinment is best modelled by a method called "radiosity." Due to the huge computational expense of radiosity, Imgine does not support this. It is left to the user to contrive plausible approximations.

Remember that the final images is flat, and the depth cues provided by our vision is lacking. Because dispersed light tends to flatten out appearances, one may not want to approach the highly blended light present in contemporary interiors. Leaving in more shading and retaining the sense of depth is a good trade-off.

In general, this writer prefers to use mixtures of no fall-off and 1/R lights for interiors. As noted above. the 1/RR light produces a more rapid transition between light and dark. While real light does behave in this fashion, real light always passes through an atmosphere which scatters the illumination widely, making shading more gradual. An 1/RR light works better for areas that will look best with strong contrasts, like cavernous rooms, or night scenes.

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Pictured is a rather boring room, appropriate for lectures like this, demonstrating what can be done with a wide variety of light sources.


Handy Tools
In most cases, the following will be used in concert to provide a simulation of interior lighting

Shaped Lights and Soft Edges
While shadow casting lights will be limited by any shape, it will be speedier to use the round or rectangular switches whenever possible. Fortunately, many luminaires project light in just these shapes. The addition of the softedge lite texture allows the edges of these shapes to be smudged in varying degrees. The penumbra variable in the texture requester controls the amount of smudge. A setting of .1 starts the blurring at the percent of the lights radius, while a .9 shades only the last ten per cent. Therefore, a flood light can be made with a very large x and z axis, and a small penumbra setting. A spot light, conversely, will have a small axes, and a large penumbra value. A flourescent panel provides very dispersed light, and so a rectangular light with extemely large x and z values coupled with the tiniest penumbra value can be used.

Controlled Fall Off
The more scattered light is, the more rapidly its effect will decrease. A globe light hung near a wall may produce 100 lumens at its own height, but as few as 20 near the floor. To achieve such rapid decreases in Imagine, one must use the Controlled Fall Off option. With the exception of shaped point source lights, one needs only to adjust the length of the y axis to quickly set the lights range. If a conic or pyramidal beam is desired, the size of the axes needs to be set first to the desired proportions. Then all may be simultaneously scaled, so that the shape of the beam is not changed when the size of the y axis is altered to effect the brightness.

Ambient or Unlocated Light
Generally, the Global ambient light is of very limited use. Even a small amount of it will cause subtle shading to disappear. It is preferable to use a scattering of dim sources to feign this. In many cases, low intensity point sources can be placed both within and without a room. Be sure not to allow these to line up, because they will have a cumulative effect along the implied axis. With careful adjustment, these small sources can lighten areas of rooms effected by brilliant directional rays, such as the shafts of sunlight, which tend to cause a glow in the areas they strike.

Sometimes aspects of ambient light are possible through the use of parallel lights. One may make rectangular parallel lights the shape of walls having a very short fall off distanceperhaps 2 or 3 units. Adjusted to an appropriate intensity, these may then be located just a unit away from a similar sized wall. In this manner, only a specific wall will be affected, and other walls in the view can have the amount of illumination correct for them.
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Making Luminares
Observation shows that many fixtures have at least two levels of light coming from them. Primarily, there is the light allowed out by the shade, and then there is a second broader area formed by the light that has reflected of the interior of the shade. Therefore, at least two sources must be used to reproduce this.

Essentially, one needs to create two points almost at the same place with their y axes oriented in the same direction. Depending on the shape of the fixture into which they will be set, these will be either round or rectangular shapes. Then one simply needs to size the axes to control the shape and fall off of the lights. The softedge texture should be added to each. As with the world light discussed above, any number of variations may be made on this and saved as states. A group with one yellowish 45 degree spread light surrounded by an 85 degree spread with very broad penumbrae could be called a "flood" light. A different state with 15 and 20 degree spreads of near white light with only a tiny fuzz at the edge would make a passable "spot" light.

Bulbs

Burning bulbs may be represented in several ways. Most simply, turn on the surface brightness. However, if the light emitting axis is inside the bulb, any shadow casting light will be trapped within during a trace. Setting the fog length to something small like .01 will then allow the light out while also flattening the bulb's silhouette. If you wish to fake the glare of light visible when looking at a bulb, you may wish to move the axis just outside the bulb. Then color the bulb a pale grey and turn specularity all the way up. This will make a maximum intensity glint which shades rapidly off towards the bulb's sides.

Shades

Imagine's facets are "one sided." This means that only one set of attributes may be "painted" on any given face. Therefore, two different objects must be made for a lamp shade that has a bright reflective substance on the inside, and a matte finish on the outside.

Filters

In trace mode, shadow casting filters may be placed over light sources. This can be done through raising the filter attribute from zero, placing a grey scale brush on the surface andas a filter map, or adding the transpar.itx. When a shadow casting light passes through a filtering surface, its intesity is modifued, but not its color or shape. Thus, one may create soft shadings with curved lenses, of hard "bat signal" shadows. If one wants to color the transmitted light, the transpar.itx must be used. When added to an object, and color of any light passing through will be modified. Used with a colored anim brush, a movie projector could be made.
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Additional Effects

The Other Lite Textures.
While the softedge is almost always desirable, the other textures will only have use in specific scenes. Frnchwin can be used to break a rectangular light into "panes," and Venlite will nicely reproduce the strips from light passed through slits. Stobe simply flashes the light off and on during an animation. Caustics.itx produces random and chaotic banding in light, and Purphaze.itx creates similar banding with color

Lensflar FX and the Twinkle Texture
Lens flare is probabley the best thing to come along in computer graphics since the chrome sphere. This effect happens most noticabley only when very bright lights are viewed. In many cases, the flare effect is negligable, and most lighting designers actively try to prevent it. Likewise, most photographers avoid it when possible. However, it can be used in long focus camera shots to accentuate depth, or to add an attention getting flash in any scene.

A complete description of these is more proper to discussions of Special FX, Textures, and Brushes. One may use either the global Lensflar special effect, or apply the Twinkle texture to specific objects that will track to the camera. As of version 4, this effect is not among the strongest in Imagine's bag of tricks. Consider using either a paint program or image processor to produce more striking flare brushes.

Bright Fog, Linear/Radial Fade and Filter Maps
A complete description of these is more proper to discussions of Attributes, Textures, and Brushes. Here, note that shafts and glows of lights can be simulated with bright fog objects. For example, a long tapered cylinder colored pale yellow or blue with a fog depth several times greater than its width and made bright can be used as a car's headlight beam. This can be attenuated through either the linear texture used in its filter mode, or with a grey scale gradient brush used as a filter. The Radial.itx filter option can be used on bright sphere to simulat a glowing ball of light.

Addendum: Imagine for Windows v 1.3+ added two features which can help fake light beams/ glows. These are "hot" fog and overdrive. Making a fog object "hot" intensifies the fog color either near the object center, an axis, of an axial plane. This creates an area of apparently greater density. When overdrive is invoked it is somewhat as if the gamma of the effected fog area has been boosted. In combination, these improve effects like "blaster" beams, or a glow over molten metal. While these effects do nothing to change the the illumination of a scene, they do suggest glowing or glaring light sources.

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A "flower" made of nothing more than portions of spheres and the effects of lights.
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