LightingExplainer

Coaxial lighting to make solder balls dark on a shiny die

Why coaxial lighting turns solder balls dark on a polished die: the geometry, the tilt tolerance, and a worked focal length and field of view example

LumaSpec Vision10 min read Share on LinkedIn

On this page 10 sections
  1. 01Why the balls go black: the mirror test
  2. 02What coaxial lighting actually is
  3. 03Sizing the light to the field
  4. 04Worked example: 12 mm die, 0.4 mm balls, 80 mm working distance
  5. 05Alignment: hold the die square to the axis
  6. 06Coaxial vs ring vs dome at the same station
  7. 07Color, strobing and the controller
  8. 08When you want the opposite: bright balls on a dark die
  9. 09Checks and traps before you commit
  10. 10Questions

A polished die carrying an array of solder balls is the classic contrast puzzle: the substrate is a mirror and the balls are shiny too, yet a good bump image shows a bright field with every ball black. That picture does not come from exposure, gain or focus. It comes from geometry. Coaxial lighting sits on the camera axis and returns the flat die's reflection straight into the lens, while each curved ball sends the same light off-axis. What follows is the physics, a worked example with the arithmetic shown, and the tilt tolerance that decides whether the effect survives on your bench.

Why the balls go black: the mirror test

The law of reflection says light leaves at the angle it arrived, measured from the surface normal. Light a flat, polished die that sits square to the lens axis and every ray returns along its own path into the aperture. The die floods the image with signal. That is bright field.

A solder ball is also a mirror, but its normal sweeps through every direction as you travel around the sphere. Only the patch near the apex, where the normal still points back inside the lens acceptance cone, sends light into the aperture. The rest of the sphere reflects the illumination off to the sides and out of the image. The ball is shiny; curvature is what makes it black. A matte ball behaves differently: it scatters light back from the whole face and reads mid-grey.

This is the same bright-field versus dark-field law that decides every specular inspection, worked for flat parts in the bright field vs dark field guide.

Bright-field and dark-field lighting geometry High-angle light reflects off the flat surface straight into the lens, so the surface looks bright. Low-angle light reflects away from the lens, so the surface looks dark and only edges or scratches scatter light upward.flat part with a scratchCamerabright field(high angle)dark field (low angle)flat areas reflect away;only the scratch sends light up
Bright-field and dark-field lighting geometry. High-angle light reflects off the flat surface straight into the lens, so the surface looks bright. Low-angle light reflects away from the lens, so the surface looks dark and only edges or scratches scatter light upward.

What coaxial lighting actually is

A coaxial light folds LEDs onto the camera axis with a beamsplitter plate at 45 degrees. Illumination travels down the axis, the die mirrors it straight back, and the return passes through the splitter to the sensor. A plain non-polarizing plate passes roughly half the light downward and half of the return upward, so about a quarter of the LED output reaches the sensor. Budget for that loss with output headroom or strobing.

The coaxial lights range runs from 50 mm units for single dies to 200-400 mm plates for full panels, in standard, narrow-angle and high-precision builds. Narrow angle suits longer working distances, where a wide cone would spill past the field.

Pick a unit with output headroom for the splitter loss:

Coaxial lights60 x 60 mm Coaxial light, 4.4 W red / 7.2 W white (LS-CXL-0027)LS-CXL-0027
Size
50-100 mm
Voltage
24 V
$269.00View partBuild a system with it

Sizing the light to the field

Two apertures matter: the active LED face and the splitter's clear aperture. Both must pass the whole field, so size the face to at least the field diagonal and treat the splitter aperture as the hard limit. Extra face area buys uniformity toward the corners, where the return cone crosses the splitter at an angle and vignettes first.

Three sizes cover most die fields, 50 mm to 100 mm: the 80 x 80 mm narrow-angle LS-CXL-0019, the 50 x 50 mm blue LS-CXL-0227 and the 102 x 100 mm LS-CXL-0067:

Coaxial lights80 x 80 mm Narrow angle coaxial light (LS-CXL-0019)LS-CXL-0019
Size
50-100 mm
Voltage
24 V
$369.00View part
Coaxial lightsCoaxial light, 50 x 50 mm, Blue (LS-CXL-0227)LS-CXL-0227
Size
50-100 mm
Voltage
24 V
$219.00View part
Coaxial lights102 x 100 mm coaxial light source (LS-CXL-0067)LS-CXL-0067
Size
100-200 mm
Voltage
24 V
$499.00View part

Worked example: 12 mm die, 0.4 mm balls, 80 mm working distance

The inputs, and where each comes from:

  • Die: 12 mm square, a typical single-die bump field. Scale the numbers linearly for your part.
  • Balls: 0.4 mm diameter, mid-range for BGA balls, which commonly run 0.3-0.75 mm.
  • Camera: 2448 x 2048 px at 3.45 µm, a standard 5 MP 2/3-inch sensor. Sensor width: 2448 x 3.45 µm = 8.45 mm; height 7.07 mm.
  • Working distance: 80 mm, chosen to clear the beamsplitter housing and the fixture above the die.
  • Iris: f/4, for depth across a field that is never perfectly flat.

The rules in words: magnification from field coverage, focal length from magnification, then the lit share of each ball from the lens acceptance cone.

m = sensor width / FOV width f = WD × m / (1 + m) θ = atan((FOV half-diagonal + aperture radius) / WD) lit share of ball face = sin²θ

The arithmetic:

  1. Field with 10% margin: 12 mm × 1.1 = 13.2 mm. Magnification: m = 8.45 mm / 13.2 mm = 0.64.
  2. Focal length: f = 80 mm × 0.64 / 1.64 = 31.2 mm, so take the 32 mm standard. At 32 mm: m = 32 mm / (80 mm − 32 mm) = 0.667, and FOV = 8.45 mm / 0.667 = 12.7 mm × 10.6 mm, which leaves 0.34 mm of margin per side.
  3. Field diagonal: sqrt(12.7² + 10.6²) = 16.5 mm. A 50 mm-class light face covers it three times over; the splitter aperture must still pass it.
  4. Object-side pixel: 3.45 µm / 0.667 = 5.2 µm. Each 0.4 mm ball spans 400 µm / 5.2 µm = 77 px.
  5. Aperture radius at f/4: 32 mm / 4 / 2 = 4 mm. With the half-diagonal at 8.3 mm, the acceptance half-angle is θ = atan((8.3 + 4) mm / 80 mm) = atan(0.154) = 8.7°.
  6. Lit share of each ball: sin²(8.7°) = 0.023, about 2% of the face. The bright apex dot measures 77 px × 0.153 = 12 px across; the other 98% of each ball is black.
  7. Tilt budget: a mirror tilted by α swings its return by 2α. The return must still land inside the 4 mm aperture radius, so 2 × tan α × 80 mm ≤ 4 mm gives α ≈ 1.4°.

Decision: with the die located in a fixture, take the 32 mm lens — 77 px per ball, and each ball reads about 98% black. If placement wanders, take 25 mm: m = 25 mm / 55 mm = 0.455, FOV = 18.6 mm with 3.3 mm of margin per side, and each ball still spans 53 px. Opening the iris to f/2 raises the lit share to sin²(11.5°) ≈ 4% and doubles the tilt budget to about 2.9°, at the cost of depth of field.

Lens focal length, field of view and working distance
Units
Solve for
Focal length
– mm
Field of view
– mm
Working distance
– mm
Magnification
– x
Angle of view
– °
Pixel on the part
– mm

Thin-lens model: m = sensor width / field of view, f = WD × m / (1 + m). Accurate to a few percent above about 150 mm; check the lens's minimum object distance.

Find lenses with this focal length Open the full calculator

Alignment: hold the die square to the axis

The 1.4° figure is the whole art. Fixture the die rather than trusting hand placement, and shim the light square to the stage. On the bench, rotate the light by about a degree and watch the monitor: a field that dims uniformly was square, while a field that flips from white to black all at once has crossed the tilt budget. At that point every ball lights up at its rim and the die goes dark — dark field by accident. Under a flat mirror the geometry folds the aperture back onto itself at every field point, so squareness, not field position, is what to police. The same axis sensitivity shows up as slot angle in the coaxial slot defect guide.

Coaxial vs ring vs dome at the same station

Set-up Flat die reads Solder balls read Use it for
Coaxial through a beamsplitter Bright, even Black, small apex dot Bump presence, surface marks, passivated-die features
Diffused ring light near the axis Bright, softer Dark grey No room for a splitter, contrast less demanding
Dome Bright but uneven — it images the dome Grey Curved tops and assemblies, not flat mirrors
Steep grazing ring, dark field Dark Rim-bright Cracks, flank contamination, missing-ball rims

A dome is the wrong shape over a flat mirror: the die simply images the dome back, dark spot at the camera hole included, which the dome camera-hole fix covers in detail. For larger solder fields on brass-like substrates, the working pattern combines geometries instead: a dome for the curved surroundings and a coaxial fill for the flat pads, as the brass solder-joint lighting guide lays out.

Color, strobing and the controller

Geometry is color-blind: white, blue, red or infrared all keep the die bright and the balls dark, because the law of reflection ignores wavelength. Wavelength earns its keep elsewhere. Blue shortens diffraction blur on fine bump pitch — the same reasoning behind selecting blue light for dark and shiny targets. Red and infrared suppress ambient light on the shop floor and sit where mono silicon sensors are most sensitive. Take a monochrome camera: color adds nothing to a bright-versus-dark decision.

The splitter costs light twice, so short exposures want strobing. Pulse the light during the exposure only: a short pulse runs the LEDs brighter than their continuous rating within the duty limit and keeps the housing cool. Iris and pulse energy trade against each other, which is why lower f-numbers gather more light at the same focal length. A strobe-capable digital light controller takes the camera's flash output and drives the pulse; the light controller finder filters by strobe feature and channel count:

Light controllersDigital control box, 4 ch, 200 W, RS232 (LS-CTL-0070)LS-CTL-0070
Output
Constant voltage 24 V
Channels
4 channels
Control
Digital
Feature
Strobe
$549.00View partBuild a system with it

When you want the opposite: bright balls on a dark die

Flank and rim defects hide against a black ball. Invert the geometry: steep grazing light around the die at 70° makes the flat mirror throw its return past the lens while the curved flanks catch it. That is the same grazing logic that finds dents and pits on metal with low-angle light.

Ring lights120 mm dia. ring light, 70° (LS-RNG-0810)LS-RNG-0810
Type
Standard
Angle
70°
Voltage
24 V
$319.00View partBuild a system with it

Checks and traps before you commit

  • Field coverage: light face and splitter aperture both clear the field diagonal, 16.5 mm in the example.
  • Squareness: hold within 1.4° at f/4 and 80 mm working distance; re-shim after fixture maintenance.
  • Ball finish: polished balls go black; matte or oxidized balls sit mid-grey, and no exposure setting changes that.
  • Exposure trap: exposure and gain scale the die and the balls together on a linear camera, so the contrast ratio stays fixed; only reflection direction moves it.
  • Polarizer trap: cross polarization dims the die's bright return along with everything else; keep it for glare-on-texture problems, as the cross-polarizer guide explains.
  • Focus trap: focusing changes blur, not reflection direction; no focus position turns a specular return off-axis.
  • Camera side: monochrome sensor, auto gain and auto exposure off, short strobed pulse.

Size the field first, pick the splitter second, pulse third: start at the light finder, or open the configurator at the light step and we will check the strobe budget with you. If the geometry fights back on a real part, ask through the contact page.

Questions

Why do my solder balls read grey instead of black?

Grey means the ball surface is sending light back diffusely instead of mirroring it off-axis: oxidation, flux residue or a matte ball finish will do it. The geometry is fine; the surface is the problem. Clean or reflow a sample and compare. If the balls are genuinely rough, accept mid-grey under coaxial lighting or switch to dark field, where roughness becomes bright signal instead of a fog that lifts the black level.

The middle of my field looks dimmer than the corners - what is clipping the image?

That is the beamsplitter's clear aperture, not the LED face. Corner rays cross the splitter at an angle and pass through a smaller effective opening, so a field grown past the aperture vignettes unevenly. Compare the aperture diameter against the field diagonal and step up to a larger splitter or unit. Raising LED power cannot fix an aperture that clips the cone; it only brightens the part of the field that still passes.

Can a coaxial image give me ball height or coplanarity?

No. Coaxial lighting produces a brightness map, not a height map: a ball sitting slightly high or low still shows the same apex cap, because the cap follows the sphere's own curvature rather than the fixture. Treat the black-ball image as presence and surface evidence. For height or coplanarity, add a real measurement method, such as a sheet-of-light profile sensor or calibrated multi-angle captures.

Does the working distance change the bright die and dark ball effect?

The angles do not change: a flat mirror perpendicular to the axis returns light at any distance, so the contrast survives. What changes is intensity and the apex dot. The acceptance angle shrinks with distance, so the lit cap gets smaller and the image gets dimmer; at long distances pick a narrow-angle unit and strobe harder to recover the signal.

Should the camera be monochrome or color for this inspection?

Monochrome. The bright-versus-dark decision happens per pixel and needs no color information, and a mono sensor reads its native resolution while a color sensor spends pixels on a color filter array and interpolates. If color is needed elsewhere on the same station, capture a second color image with its own lighting and exposure instead of compromising the bump image.