Mesh

Takes a Volume to extract the mesh from.
Particle Group

Link the Particle Group which should take the generated particles.
Particle Type

Defines the particle type to generate.
Passive
Vorticity
Liquid
Diffuse
Emission Settings

Link Particle Emission Settings in here that define the emission behavior.
Particle Properties

The emitter will attach any particle property you assign here to each generated/emitted particle.
Remember that each particle automatically gets a Position and a Velocity property attached.
Assign UV

Follows
Assign Normal

emitters_particle_mesh_grid_emitter_params_assign_normal.jpg
Assign Color

Follows
Material Space

Defines which material space should be used to sample the shader that is defined in the mesh material's channel (the channel to use is defined with Assign color from channel..).
2D
UV space
3D
World Space
Position Space

The space the position is defined in to sample the shader. It can either be in Cinema 4D unit space or the physical space of the Effex framework.
C4D World
Physical space
Color

Follows
Assign Color from Channel..

Select the material channel that contains the shader you want to sample the color from. The channel must have a channel shader assigned.
If a color was successfully sampled it will be stored into the unique color property of each particle.
Off - No color sampling takes place.
Any other mode - the according material channel to use. Please see the C4D documentation for more information about material channels.
Off
Color
Luminance
Transparency
Reflection
Enviroment
Bump
Normal
Specular Color
Glow
Displacement