Choose the Instance copy method, and use similar parameters to the ones covered earlier.
It's also common to tweak with the "Bitmap" "Offset" coordinate values in "V" and/or "U" to help target specific areas of the bitmap.
Note: When implementing the above mentioned technique using the VRay mesh light, the default "Sampling" "Subdivs" value of 8 may yield inaccurate/unrealistic shadows. To correct this, simply increase the "Subdivs" to 64.
While this value will produce realistic/accurate shadows, it will NOT increase the rendering times due to the "Store with Irradiance map" function being enabled.
Furthermore, when sending the final render, the "Indirect Illumination" "Irradiance map " values need to be set to "Medium" or "High".
Note: If the bitmap colours emitted by the sphere light are not prominent enough in the scene, simply use the "Color Correction" procedural map on top of the main bitmap; and increase its "Saturation" value until satisfied.
To apply it, simply open the "Material/Map browser" dialog and choose it from its list. This topic was covered in this post HERE.
Alternatively, increase the saturation in Photoshop and re-save the main bitmap.
To emulate the Payless self-illuminated display screen on the right hand side; I have simply created an object with a Payless self-illuminated bitmap assigned to the object, and placed a rectangular light in front of it to emit rays of the same image using the techniques covered earlier.
I hope you have found this article interesting!