Can I use BSDF for the emission pattern of a lamp or light source? I started to study blender because I want to perform some simulations on bicycle lighting.
My goal is to take a picture of a beam pattern against a wall, then use it as the Bidirectional EMISSION Distribution Function for the light source, rendering its illumination pattern when actually used along a road or other outdoor environment.
For example, a typical distribution for a vehicular headlight is as follows:

Then, I would create a light source with this custom emission pattern (sort of an &quot;UV map&quot; for luminous emission intensity) to render images such as these, with a fair amount of realism (I don't plan to get state-of-the art, 100% physically accurate simulation):

So my questions are:


Is it possible to do shuch a thing in Blender?

If it is, which concepts should I look for?



I plan to use Cycles rendering engine.
Spot into textured transparent shader will work. like this



Shader