What I am trying to do, is get a faint orb light inside of the lamps, and have the glass be colored, and show when the light comes through it. So far, all I get is a big ball of bright light, and the glass is just a black outline, no color or anything.
I have the DM lanterns you show in your example image, as well as several other DM lanterns, and have used them many times in LuxRender. I use Reality, but the principal described here should work in Luxus as well.
First off, do not use volumetric glass for the DM lanterns; they have no thickness to the glass surfaces, which is a requirement for volumetric glass to work correctly. Even with the entirely self-contained lanterns like the stained-glass honeycomb lantern, you wouldn’t want to use volumetric glass because Lux would see it as if the lantern was a solid block of glass all the way through. Obviously, that’s not the way lanterns are in the real world.
So you want to use either architectural glass or rough glass, depending on the effect you want. For the stained-glass honeycomb lantern, you probably want to use architectural. Additionally, if I recall correctly, the colour texture DM supplies for the glass in that lantern is very dark, so you need to gain the texture up some, otherwise it renders pretty much black, even with a light inside it. I usually hide the ‘flame’ material that DM puts in their lanterns (which is typically two image-mapped planes at 90 degrees from each other) and instead put in a small, low resolution cylinder in the flame’s place to be the lantern light. Make a cylinder primitive that is 1 segment along the length, ~16 sides, .1cm in diameter, and 1cm in height. Parent it to the lantern, adjust its transform to place it where the flame should be, and then adjust the y scale to make it taller if need be. Then set the colour temp to around 1900k to give it an orange glow for flame. (Though with the stained-glass type lanterns, its probably better to leave the colour temp at 6500k.) You can also use a pointlight instead of the cylinder (some of my older renders did this), but the cylinder gives a more realistic look.
Example of the stained-glass honeycomb lantern (note, the entire scene is very darkly lit and if you’re on a Mac, it will display excessively dark due to the colourspace tags dA adds to previews unless you use the download link to view it - Windows displays it just fine): Forest Fairy
Using rough glass gives a nice effect when the lantern is meant to be clear glass (e.g., absorption is zero). It gives you a kind of bloom effect inside the lantern. Set the roughness very high, between 500-1000 depending on taste. Examples: Arrival of the Gorgons (NSFW) (this had colour temp left at 6500k for both lanterns) Halloween Ritual 2012 (NSFW) (uses the bowl lantern from your example image, with the lights at 1900k and low roughness of 150) Descent (another DM lantern (Elven Rock, if I recall correctly) at 1900k with roughness of 500)
Also, initially it helps to put the lantern lights in their own light groups. Determine the overall exposure for your scene, using a fixed tonemapper like linear—not one of the auto tonemappers. Leave the lanterns at a default gain of 1. Start up the scene at low resolution, and then tweak the gains to get the desired lantern glows. Often this requires turning the lights inside the lanterns down considerably. Once you’ve determined the appropriate gains, bake those directly into your scene and drop the separate light groups for each lantern. (Each light group results in considerable memory usage plus a hit to render speed, so for final renders, you want as few light groups as possible. Also, baked gains and light colours are more accurate than ones adjusted at rendertime through the Lux GUI—ESPECIALLY if you alter the colour of the light.)
FYI: Reality’s roughness of 1000 is native Lux roughness of .1. Reality 150 is native .015. And so forth…