For tomorrow's nightly build (the one from 2015-08-16) I've added access to the particle attributes for shading.
V-Ray considers them vertex color sets, so they are accessed using MODO's weight map texture.
Note that bias/gain/color mixing of the weight map texture is not supported at the moment, the color from the Alembic/vrmesh file is returned directly.
Also note that the weight map texture still wouldn't work with MODO's meshes and vertex maps. I don't export MODO's vertex maps to V-Ray currently.
Here is how it looks on your file:

The V-Ray core/ply2vrmesh tool will merge scalar attributes like "age" into a single color channel, and will prefix the name with "r_", "g_" and "b_".
You can extract just one of these channels using the Schematic in MODO.
These vertex maps are not actually given to MODO though, you can only use them for shading with V-Ray. They won't work with Replicator instances either.
Greetings,
Vladimir Nedev
V-Ray considers them vertex color sets, so they are accessed using MODO's weight map texture.
Note that bias/gain/color mixing of the weight map texture is not supported at the moment, the color from the Alembic/vrmesh file is returned directly.
Also note that the weight map texture still wouldn't work with MODO's meshes and vertex maps. I don't export MODO's vertex maps to V-Ray currently.
Here is how it looks on your file:
The V-Ray core/ply2vrmesh tool will merge scalar attributes like "age" into a single color channel, and will prefix the name with "r_", "g_" and "b_".
You can extract just one of these channels using the Schematic in MODO.
These vertex maps are not actually given to MODO though, you can only use them for shading with V-Ray. They won't work with Replicator instances either.
Greetings,
Vladimir Nedev
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