I've run into this with other *cough* simulators, so not really a complaint. Just wondering if there's a magic multiplication # you could suggest so that when I'm RnD'ing shaders after a default sim, I could then multiply by that number to get close to the same results for a resim when it comes to the drop in fire 'power' < I'll call it this since it seems to affect multiple aspects of the fire (could be wrong on that).
See the before/after between the fire's diffuse, opacity, and illumination strength on the surrounding smoke from the default (DF) sims on the right and then the resimulation (RS) on the left. (note that only the inner fireball is switched between DF and RS caches - the dust sim is set to RS on both before/after renders - this doesn't affect the issue).
After a lot of trial and error (not shown in this screencap) seemed like 2x on the following brought it back to where it was but could never quite nail it again:
Fire / Light Power
Fire / Fire Multiplier
Fire / Opacity Multiplier
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