Active vertex color set is selected one in Color Set Editor (under Mesh Display 
menu), painting is activated by Paint Vertex Color tool (under same menu). Once 
the tool is active, you get Tool Settings window by double click on tool icon 
in Toolbox (small vertical toolbar on left side). By the way, vertex color are 
nicely exported via FBX, even a lot of them, I'm using Maya vertex color 
painter for exporting 'weight maps' to Houdini.
About weight maps for deformers, perhaps easiest way is to activate Paint 
Attributes Tool (under  Modify menu), once mesh is selected (no need to select 
just a shape). In appropriate tool settings window, it will show what is 
paintable. If not , like with painting the lattice deformer weights, prior to 
Maya 2018, afaik common Maya workflow is to create deformer on mesh copy, and 
to introduce it as Blend Shape target.
On positive side, for what it worth, it's possible to use Maya procedural 
textures (ramp, noise and such) for modulating some deformers like Deform by 
Texture, or, for adding a noise to animated channel, so on. In Maya or Max, 
textures are evaluated before render time, so it's possible to display 
procedural textures in viewport, too.

      From: Morten Bartholdy <x...@colorshopvfx.dk>
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com> 
 Sent: Wednesday, August 9, 2017 3:46 PM
 Subject: Re: OTish - Maya equivalent to weightmap in Softimage?
   
Right, thanks Enrique. I found that, but how do I actually get to paint values 
into this set?
My apologies, but the documentation is not very helpful on this issue.

MB



> Den 9. august 2017 klokken 10:00 skrev Enrique Caballero 
> <enriquecaball...@gmail.com>:
> 
> 
> Morton,
> 
> Try Vertex Color Sets.
> 
> We found that this was the closest to an equivalent.  We use that and then
> use that to drive various things similar to a weight map
> 
> it's under the mesh display tab, there is also a Color Set editor that you
> can use to organise them.
> 
> On Wed, Aug 9, 2017 at 3:22 PM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
> 
> > Thanks Steve. Given the quality of the Maya documentation this might
> > easily slip under my radar :)
> >
> > MB
> >
> >
> >
> > > Den 8. august 2017 klokken 18:27 skrev Steve Parish <
> > porkypar...@gmail.com>:
> > >
> > >
> > > If using Arnold hit "Export Vertex Colors" under the Arnold property on
> > the
> > > object.
> > >
> > > Steve
> > >
> > > On Tue, Aug 8, 2017 at 9:45 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> > > wrote:
> > >
> > > > Thanks for clarifying Anto - I sort of suspected that much :/
> > > >
> > > > MB
> > > >
> > > >
> > > >
> > > > > Den 5. august 2017 klokken 00:13 skrev Anto Matkovic <
> > a...@matkovic.com
> > > > >:
> > > > >
> > > > >
> > > > > There is no weight map property usable for everything in Maya,
> > neither
> > > > in Max. Weight map for modulating the deformer, like blend shape, is
> > tied
> > > > to deformer, perhaps even stored with deformer node. For Hypershade and
> > > > rendering, you can use vertex colors and vertex color painter, if your
> > > > renderer has appropriate shading node, I think it's aiUserColor for
> > Arnold.
> > > > Maybe there's utility around, able to exchange these maps.
> > > > >      From: Morten Bartholdy <x...@colorshopvfx.dk>
> > > > >  To: softimage@listproc.autodesk.com
> > > > >  Sent: Wednesday, August 2, 2017 11:37 AM
> > > > >  Subject: OTish - Maya equivalent to weightmap in Softimage?
> > > > >
> > > > > I am learning Maya atm and have run into a snag (one of many). I
> > would
> > > > like to use weightmaps in Maya like I am used to in Softimage. Our Maya
> > > > artists have no clue what I am talking about, so no help there.
> > > > >
> > > > > It looks like I can paint attributes on geometry using Artisan paint
> > > > tools, but the proces (from reading docs and forums) is not so
> > > > straightforward.
> > > > >
> > > > > Am I correct in assuming I should apply a paintable attribute to the
> > > > shapenode(!?) and then use a silly mel command (as opposed to have it
> > > > paintable when applied, or at least via a button) to make it
> > paintable? And
> > > > how do I then grab the painted values in the Hypershade or for an
> > operator?
> > > > >
> > > > > Could someone who has been there quickly run through the steps, or
> > point
> > > > to a different workflow to achieve something similar?
> > > > >
> > > > > Thanks!
> > > > >
> > > > > Cheers
> > > > > Morten
> > > > > ------
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> > > > >
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