Hola Jorge,
I did some RnD on that matter earlier this year. Here's the workflow:
- Import RF particles as particle sequence via RF plugin
- In Maya 2011 and Maya 2012, you can emit from particles- so use your RF particles as emitter.
In the fluid emitter's attributes, in "Basic Emitter Attributes", I ticked "Use per Point Radius" in order to control the emission and I added a simple Creation Expression to radiusPP so the particles were quite small, like
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particleShape1.radiusPP = rand(0.02, 0.05);
I also used "Emission Speed Attributes" and set the Speed Method to Add.
The fluid container itself was HighDetailSolve for all grids and Forward Advection, which I found was working well for this kind of setup. Density Scale was 0.5 and Disspiation ~0.1, Swirl ~20 plus some Turbulence as I didn't want to add in Temperature.
The Auto- Resize Feature also did a good job for me, and I was working with an overall container Resolution of 200 for the renderings.
I also found simulations with less particles will get you a better quality, becuase all the individual particles will act as emitters and the more particles there are the faster it gets some unwanted results.