The parameters here control the calculations of the emissive part of light. This part is the most important when rendering fire.
Source (MXS: earg) - The source channel passed to the shader.
Texture (MXS: etxt) - If the source channel is set to "Texture", this slot specifies the texture
Reset - resets the settings to their default values
Modulate (MXS: mod_e) - when the Source is not Texture, this check box allows the Source to be multiplied by the texture in the Texture slot.
Additional lights - This section controls the lights added to the scene to imitate the emission of the flame. If you use GI these lights are not necessary and must be switched off.
Count (MXS: lights) - the number of lights added to the scene
Multiplier (MXS: lightsmult) - Multiplies the automatically calculated power of the lights.
Self shadowing (MXS: selfshadow) - Enables self shadowing of the smoke from the additional lights
Calculate - calculates the position of the additional lights and shows them in the preview
Color (MXS: ecolorx_s, ecolorx_t, ecolorx_v, ecolory_s, ecolory_t, ecolory_v) - The color of the light as a function of the selected channel's value. This color is multiplied by the luminance to achieve the real value that will be used.
Ignore alpha(MXS: no_alpha_e) - Switches between physical and detached shading.
Luminance (MXS: epower_s, epower_t, epower_v) - The intensity of the emitted light is determined by the function represented in the diagram control. The argument (X axis) is the value of the selected source channel. The color of the light is set using the gradient control above.
Placing (MXS: al_placing) - specifies a placing method for the additional lights.
Simple - the lights are arranged around a cylinder based on the size of the emissive content
Inside - the lights are distributed within the volume of the emissive content