TYPE: COP
TITLE: Light COP

This operator adds a light to the image. The light can be directional or non,
and have ambient, specular and diffuse components. The image can be a flat
image, an image with a bump map, or a deep raster image containing point and/or
normal planes. Right click on the dialog '?' help for more help on VEX. 

Parameters
Lighting
    Surface Type        - Specifies the type of surface lighting to use:
	Flat            - Image has uniform normals and uniform depth.
	Bump Map        - Image has bumped normals and uniform depth.
	Point & Normal  - Image has normal & point maps for 3D lighting.
	Point Only      - Image has a point map for pseudo-3D lighting.
	Normal Map      - Image has uniform depth and varying normals.
    Eye Distance        - The distance from the eye to the image (at Z=0).
    Ambient             - The ambient component of the light.
    Diffuse             - The diffuse component of the light.
    Specular            - The specular component of the light.
    Correct for Aspect Ratio - If the image is not square, this adjusts the 
			       coordinates so that spotlights are still
			       circular.
    Add to Original Color - The lighting is added to the original image if on.  
Light
    Position            - The position of the light. In Flat, Bump Map and
			  Normal Map modes, the image coordinates are
			  {0,0,0} (bottom left) to {1,1,0} (top right).
    Attenuation         - The distance at which the light is at 50% intensity.
    Directional Light   - If on, the light is directional.
    Direction           - The direction vector of the light.
    Cone                - The cone size of the light, in degrees.
    Cone Falloff        - The falloff cone size of the light, in degrees.
    Falloff             - The falloff function for the light.
Material
    Diffuse Model       - The type of diffuse model to use:
	Simple          - Simple dot product model.
	Oren-Nayar      - Rougher material model, like clay.
    Diffuse Roughness   - The roughness for the Oren-Nayar model.
    Specular Model      - The specular model to use, Phong or Blinn.
    Exponent            - The Phong specular exponent.
    Roughness           - The Blinn roughness parameter.
Volumetric
    Atmosphere Scatter  - The amount of light scatter the atmosphere causes.
			  Higher numbers produce foggier lights.
    Light Falloff       - The distance that the volumetric fog extends away
			  from the light.
    Falloff Function    - The volumetric fog falloff function.
    Light Hotspot Size  - Increases or decreases the light hotspot size.
    Ray March Step      - The step size when marching through the light 
			  volume. Smaller values produce finer results at the
			  expense of computation time.
Planes
    Bump, Point Normal Planes in 2nd input - If on, all the specified 
		    planes are in input 2, otherwise they are in input 1.
    Bump, Point, Normal Name - The name of the corresponding input planes.

Mask & Plane Scope, Frame Scope
    Overview - See extra help (Middle click on the dialog '?' help).

See Also: Bump, Depth of Field (dof), Fog, Transform (xform)
