The lights for the deck area are mounted in six lamp posts around the pool. Setting them up is not much different from setting up the other lights, except that these are fluorescent lamps that cast shadows from a rectangular area, so the orientation of the light objects becomes important. Also, because of the large fixture size, you will use a self-illuminating material, and later a Glare shader, to improve the realism of the rendered scene.
Set up the lesson:
Add fluorescent lights for the deck around the pool area:




Set the light properties:

By default, this type of object emits light as a point. However, you want the object to emit light in a rectangular area that corresponds to the geometry of the panel on the lamp post.
Emit Light From (Shape) group, choose Rectangle from the drop-down list. 

Use the Top and Left viewports to check your work. Use
(Select And Move) to adjust the position of the light object if you need to.


Camera-Terrace. Clone the original fluorescent light:
+Z to return to the view of all six lamp posts, then use
+clone the light object to the neighboring lamp post, as shown in the next illustration. Make the cloned light an instance of the original. 
+click to select the first light (both deck lights should be selected), and then on the main toolbar, click
Mirror Axis group, make sure X is chosen. In the Clone Selection group, choose Instance and then click OK. 


Add the lights on the lower side of the pool:
+clone the light objects to the mid point between the two remaining lamp posts, as shown in the next illustration. Make the clones instances, again. 




Render the scene to check the illumination:

With the addition of these latest light objects, the time it takes to render the scene has increased considerably.
The area around the pool is now illuminated, but the scene remains under-lit. The intensity of the fluorescent light objects needs some adjustment.
Fine-tune the fluorescent illumination:
The fluorescent light objects you created for the pool deck emit a light intensity that corresponds to their product specifications. However, you have the option of overriding this setting. Here, you will increase the intensity to provide added illumination.
Dimming group, double the value of Resulting Intensity from 100 to 200.0 percent. 

Because the light objects were cloned as instances, all lights are affected by the change to the Resulting Intensity setting. The amount of available light in the scene has greatly increased, rendering the shadows cast by the floor vase and diving board in greater detail.
The scene is almost complete, but one flaw remains. The frosted glass panels that cover the lamp posts are not glowing as they should, considering that the lamps are the major source of your outdoor illumination.
Make the lamp post fixtures self illuminating:
A lot of materials are already in the active View1 view, so you’ll create a new view for editing the Glow material.
Glow Editing becomes the active View.
Glow is a mental ray Arch & Design material. It is used by the shades for the balcony lights, and also by the glass panels in the lamp posts around the swimming pool.

The controls in the Color group lets you specify the color of the glow material, but leave default filter color of white unchanged.
In the Luminance group, choose Physical Units (cd/m 2 ). If you later choose to add lighting effects such as Glare, you can adjust this value to fine-tune the result. For now, leave the setting unchanged, at 1500 candelas per square meter.

Since the rendered image already shows some reflectance of the lamp posts, you don’t need this option. The other option in this group, Illuminates The Scene (When Using FG), turns a self-illuminating material into its own light source. But the lamps already have their light objects in place, so any additional illumination from the Glow material is unnecessary.

The light sources in the lamp posts now look illuminated. On the other hand, their edges look too precise for light sources: They should have the glare that you see on streetlights and other nighttime outdoor lighting. You can correct this with the mental ray Glare shader.
Add a Glare effect:
mental ray provides a number of special effects designed to give light objects added realism. Here, you will add a Glare effect to the lights in the villa, to simulate their interaction with dust particles and ambient humidity.
Camera Shaders group, turn on the Output shader toggle. 
As the shader button shows, mental ray provides a Glare shader as a default shader for camera output, but by default this shader is turned off, so you have to enable it “by hand.”
Output button from the Render Setup dialog and drop it onto an unused sample slot. The sample slot shows a red bar across it when you are able to drop the map. 
3ds Max asks if this should be an instance or a copy. Make sure Instance is chosen, and then click OK.
Once again, 3ds Max asks if this should be an instance or a copy. Make sure Instance is chosen, and then click OK.


Rendered scene with Glare effect added to light sources
Compare the two images to see the Glare effect. This effect is most pronounced on the lamp posts for the deck, but it is also noticeable on the balcony light that is not hidden by the pillar.
Save your work: