You can generate per-vertex shading data for color, incandescence, and opacity when you convert an nParticles object to an output mesh. The output mesh per-vertex data is color set data that can be applied to the mesh like any other color set data for texturing and shading.
Maya derives the per-vertex shading data from the nParticle object's per-particle color, opacity, and incandescence values. This means that you must set an internal Color, Opacity, or Incandescence internal ramp or have an expression that generates these per-particle Color, Opacity, or Incandescence values.
When you convert you nParticle object to an output mesh, the per-vertex shading data can be used as a color set on the mesh. See Edit nParticle mesh color sets