LuxRender uses a tabbed interface. By default, the Render tab is shown, but there is also a Log tab and a Network tab. The menu and status bars will remain the same regardless of which tab has been selected.

There are just four menus in the menu bar: 'File', 'Render', 'View' and 'help'.
The rendering is saved at regular intervals automatically and there is no other save button available currently.
The functionality of this menu can also be accessed by using the buttons at the top left of the render tab.
The rendering preview tab shows a preview of the rendering. This allows you to monitor the rendering and stop it when it has reached the quality you expected.
In pan mode, holding the left mouse button and dragging pans the view; pressing the middle mouse buttons zooms to fit the screen; the mouse wheel zooms in or out; the right mouse button zooms to 100%.
In zoom mode, holding the left mouse button allows you to select an area to zoom in; other mouse buttons have no effect.
Apart from the rendering preview, there are a couple of buttons in this tab.
On the left, there are buttons to:
On the right, you 'll find buttons to:
This is where you'll be able to fine tune global post processing effects. Let's review all the available options.
Groups have a triangle on the right allowing you to fold or unfold the group. Some have a power symbol that allows you to disable the effects contained into the group.
This group of options will allow you to select the method used to convert the high dynamic range picture computed by LuxRender to a low dynamic range version displayable on your screen.
This will allow you to apply various effects like bloom or vignetting.
Bloom and glare effects are quite demanding, so they aren't computed everytime the screen preview is refreshed nor when the render is saved to disk, but only when you press the "Compute layer" button. The "Delete layer" button allows you to remove the effet.
LuxRender is a fully spectral renderer, meaning that it has no knowledge of an RGB color, so you must tell him how to convert light data to an RGB color for the display you're using. There are some standard defining display devices properties like sRGB, but usually each display device has its own set of characteristics available from the manufacturer or some calibration utilities.
For optimal results we recommend that you configure the colorspace to match that of your display, but sRGB is a good default for computer screens, while NTSC or PAL presets should be adequate for video output.
This will allow you to the linear intensity of the computed image to something closer to the human eye perception of intensity. The default 2.2 should fit most cases.
You'll find here a set of histograms that should allow you to check that your settings are adequate.
Thanks to the GPL license upon which it is distributed, LuxRender can embed the powerfull noise reduction algorithms from the GreyCStoration library. We refer you to the documentation of the library for the various parameters of those algorithms.
For each light group that your 3D modeller has exported, you'll be presented with a set of adjustable parameters to tweak the lighting of your render in real time. The triangle on the right allows you to fold or unfold the parameters of the light group. The power symbol allows you to enable or disable the display of the light group, you can use it to instantly create a night render from a daylight render.
This tab shows log messages that are output during the rendering process, including:
This tab presents you with a list of currently registered network server upon which the rendering will be distributed.
The tool bar allows to add or remove hosts. You can either use a name or an IP address and you can specify a non default port by putting a colon in-between.
During rendering, the server list will also display statistics on the various nodes.
The update interval parameter in the tool bar allows you to tweak the frequency of the updates to the displayed information in seconds. Be careful that using a too small value might make the interface difficult to use.
This bar displays information about the state of your rendering; from left to right: