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When you want a really advanced light engine where objects create shadows, you should look into WebGL and use a 3d engine. But when you don't need accurate shading and only want objects to create cones of light which illuminate the canvas without respect to content, this is what you could do. Have two canvases, the normal scene and a second background ...


Use an opacity map! Simply trace the outline of the eye in Photoshop, and make the "visible" part of the texture white, and the part you want invisible black. Then inside 3DS Max, go to your texture's mapping channels and insert the black and white image into "Opacity Map"—and voila! No more silly whiteness. P.S. The reason the black space shows up as ...

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