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Using Blender Internal, is there a way to make light pass through a solid object, such as a cube, as if it wasn't there? The cube of course would still be rendered.

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Yes.

Go to the Properties panel > Materials tab > Options menu and deselect Traceable. Now, if, for example, you had a Cube with a Point Lamp inside, the point lamp would still affect the scene's lighting. You will, however, also have to have lamp(s) outside the cube to light it.

enter image description here

Also, consider looking at this .blend file. The cube in the center is the one with the lamp inside.

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  • $\begingroup$ Thank you. I have no idea how I missed this. $\endgroup$
    – Tritofic
    Jun 3 '16 at 0:44
  • $\begingroup$ @Tritofic Glad to help. I learned about it in the BlenderGuru subway tutorial a while back. $\endgroup$
    – Shady Puck
    Jun 3 '16 at 0:45
  • $\begingroup$ How do I do this inside of Cycles however? $\endgroup$ Jan 16 '18 at 2:35
  • $\begingroup$ @NaturalistUbuntu Use LightPath > IsCameraRay as the fac in a Mix Shader node with your material in the bottom input socket and a Transparent BSDF in the top input socket. $\endgroup$
    – Shady Puck
    Jan 16 '18 at 18:03
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disable "traceable" in material options to prevent the object from casting a shadow and let light pass though it.

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