Yes essentially you are doing the same thing and there are some example scenes with particles doing just that (look for the simple runtime expression in those scenes).
This is the issue though. If the AttributeTransfer bounding object is a mesh object for example (in your case it will be so lets say it is a rabbit), SOuP evaluates the transfer on point proximity and not the volume of the bunny. Sometimes this can be fixed by increasing the radius of influence of each point so that you cover the particles inside the bunny as well. The problem with this is your radius will also extend to outside the bunny in which case you wont have a clean transfer and therefore a nice clean bunny silhouette.
There is a workaround I didnt mention before and that is to use the scatter node to scatter points inside your bunny volume, then connect the scatter points into the attributeTransfer bounding object instead of the bunny mesh. Now you can increase the density of scatter points to capture all the lights in side bunny mesh. Its not perfect but its a workaround. I will work on a scene for you tonight so you can take a look at the network, see if its what you are after.