LuxRender 0.8 Interface - LuxRender Wiki
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LuxRender 0.8 Interface

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LuxRender 0.8 Interface

LuxRender uses a tabbed interface. By default, the Render tab is shown, but there is also a Log tab and a Network tab available. The menu and status bar are always shown, regardless of which tab has been selected.

LuxRender's interface

Menu Bar

The menu bar items are 'file', 'render', 'view' and 'help'.

File

The file menu contains the following items:

  • Open... - this lets you open a file with the .lxs extension
  • Open Recent - this lets you open a recently rendered scene
  • Resume FLM - this lets you open a .lxs file and it's corresponding .flm file in order to resume rendering of a scene. See [here] for details on resuming a render later.
  • Load FLM - this lets you open a .flm file in order to perform post-processing. It will not perform any rendering.
  • Save FLM - this lets you save the current render to a .flm file which you can use to resume a render or to perform tonemapping later.
  • Export to Image - (version 0.8+) this sub-menu will let you save the current render to a standard image file in several different ways (more details on each option below).
  • Save and Exit - this saves the .flm file then exits the program
  • Exit - this exits the program

Currently LuxRender saves the output at regular intervals into the directory of the .lxs file. This is controlled with settings inside the .lxs file itself and cannot be accessed or controlled within LuxRender itself. You can change the intervals, which image types are written and settings for each image type in the various exporters (like luxblend).

Export to Image

This is a sub-menu under the file menu with the following items:

  • Tonemapped Low Dynamic Range Image... - saves the exact image shown in the GUI (with all tonemapping & other filters applied) to a standard image file. You will be prompted for a file name and format. You can choose from PNG, BMP, JPEG and TIFF image types (note: some additional formats supported by Qt can be specified if you use the proper extension, file type is derived from the extension).
  • Light Groups to Tonemapped LDR Images... - If you have multiple light groups defined then this option will save a separate image for each one. Each group is saved by itself with the specified filename and type. The filenames are appended with the name of the specific light group from which it was generated. As before, all tonemapping and other filters are applied for each light group prior to saving.
  • Overlay Statistics - Adds the current render statistics in a black bar across the bottom of the image. This is a toggle option. You must click it again to turn it on or off.
  • High Dynamic Range Image... - saves the photometric responses at each pixel to a floating point OpenEXR file. This preserves more detail in the image (particularly in the shadows and highlights) and is more accurate but the file will be larger and may require special software to view. Tonemapping and other filters are NOT applied when using this option. At present, only OpenEXR format is supported.
  • Light Groups to High Dynamic Range Images... - Similar to the previous option only high dynamic range, OpenEXR files are created without tonemapping and other filters applied.
  • Output HDR Images Tonemapped - All tonemapping and other filters will be applied. This is a toggle option. You must click it again to turn it on or off.
  • Batch Process FLM files... - Use this option to convert a directory of .flm files to images. You are prompted to indicate the input directory containing the .flm files and an output directory to store the generated images. You can select either tonemapped or HDR output and can specify if you want to save individual light groups for each file.

Note: for all of these menu entries (except the 'Batch Process') you must first have a rendering in process or have loaded an existing FLM. When executing a Batch process any rendering in process must first be completely stopped and you will be prompted to save the results before continuing. After a batch process the last FLM processed is loaded into the GUI so any unsaved changes will be lost.

Render

  • Resume - this will resume the rendering process after it has been paused
  • Pause - this pauses the rendering process
  • Stop - this stops the rendering process. If you resume after stopping, the render will restart (instead of continuing).

The functionality of this menu can also be accessed by using the buttons at the top left of the render tab.

View

  • Copy Log - Copies the rendering output, as shown, to the clipboard.
  • Clear Log - Clears the rendering log.
  • Full Screen - Enables full screen mode. Press the hotkey (CTRL+ALT+F or CMD+F) to return to normal.
  • Normal Screen - Returns to the normal window mode. Press the hotkey (ESC) to return to normal.

Help

  • Online Documentation - This opens up the LuxRender wiki page in your browser.
  • Forums - This opens up the LuxRender forum page in your browser.
  • Gallery - This opens up the LuxRender gallery page in your browser.
  • Bug tracker - This opens up the LuxRender Bug tracker page in your browser so you can submit a bug report if you find an issue.
  • About - This displays a screen with the version of LuxRender you are using, the names of the developers and the address of the LuxRender website.

Render Tab

The render tab contains a preview which shows the current results. By default it is updated regularly. It also contains the side pane (see below).

Depending on mode (see above) pressing the left mouse button in the preview area will either pan the image or zoom in on a rectangle. Pressing the middle mouse buttons zooms to fit the screen; the mouse wheel zooms in or out; the right mouse button zooms to 100%.

Render Bar

The render bar, below the render tab, provides quick access to resuming, pausing and stopping the rendering, as well as copying the output to clipboard. It also displays how many threads LuxRender is currently using for rendering, and allows you to increment or decrement the number of threads.

Imaging Tab

This tab is a part of the side pane of the render tab. It contains various controls to adjust the post-processing of the rendered image. If the "auto" check box is checked (at bottom) adjusting settings will refresh the image immediately. Otherwise you can press the "Apply" button to force a refresh. The "Reset" button will reset the settings to the values given by the scene file.

The triangle on the right hand side of each title bar allows you to collapse or expand that box. Some boxes such as "Lens Effects" have power buttons which allow you to quickly disable and enable all the effects in that box.

  • Tonemap - Allows you to change which tonemapping operator is used and it's parameters.
  • Colorspace - Here you can change the color space settings for the output.
  • Gamma + Film Response - Allows you to change the gamma of the image, and apply camera response files as a tonemapping option.
  • HDR Histogram - Displays a histogram of the output image.
  • Lens Effects - Allows you to apply various lens effects to the image, such as bloom and vignetting. These are best applied when the render is finished, as some are quite time consuming to apply.
  • Noise Reduction - Allows you to apply noise reduction to the output. As with lens effects it's best to apply these when the render is finished.

Light Groups Tab

This tab is a part of the side pane of the render tab. It contains controls to adjust the light group parameters for any light groups in the scene. See the Light Groups page for more information on how to use light groups.

Log Tab

This tab shows log messages that are shown during the rendering process, including:

  • Warnings about incorrect usage
  • Information about loaded bitmap images
  • Information about progress of the rendering progress
  • Information about writing output messages

Network Tab

This tab allows you to connect or disconnect network servers, shows you information about any connected servers, and allows you to set the transmit interval. See the Network rendering page for more info.

Queue Tab

This tab allows you to render serveral scenes and frames of an animation in a queue. You can add/remove scenes and set a halt criterion (spp or time) to continue with the next scene in the queue.

Status Bar

The status bar, located at the bottom, displays information about the state of your rendering; from left to right:

Version 0.7.1

  • Total rendering time that has passed.
  • "S/s" stands for "Samples per second" and is an instantaneous measure of your current rendering speed.
  • "TotS/s" stands for "Total samples per second" and is an average since the start of the current rendering.
  • "S/px" stands for "Samples per pixel" and is the average number of samples calculated per pixel of the output image.
  • "eff" stands for efficiency of the rendering process. 250% means there's on average 2.5 light contributions per sample. See here for more details. If this number is very low (below 100%), LuxRender has a hard time finding the light and it may help to try different rendering settings.
  • "EV" stands for "Exposure Value" which denotes all combinations of camera shutter speed and relative aperture that give the same exposure. See [here] for a bit more info.

Version 0.8

  • Total rendering time that has passed.
  • "S/p" stands for "Samples per pixel" and is the average number of samples calculated per pixel of the output image.
  • "S/s or kS/s" stands for "Samples per second" or "Samples per second in thousands" and shows your average sampling speed over the course of the render.
  • "eff" stands for efficiency of the rendering process. 250% means there's on average 2.5 light contributions per sample. See here for more details. If this number is very low (below 100%), LuxRender has a hard time finding the light and it may help to try different rendering settings.
  • "C/s or kC/s" stands for "Contributions per second" or "Contributions per second in thousands" and a calculation of how many contributions per second are being made. This value is equal to (S/s * eff/100) and is a much better measure of convergence rate than the old Samples per second method. The reason is that you can have a low S/s number but still get a clean image relatively fast.