Hi,
The voxel size defines a uniform grid with size in world units. It is a renderer property, not a particle data channel and thus cannot be controlled with MagmaFlow.
What we intend to add in the future is some form of Radius Data Channel that would allow you to easily register a single particle over a large number of voxels (think of a spherical shape converted to PRT Volume like in this example

So you could fill millions of voxels with just a thousand particles or so…
In the current implementation, each particle registers with exactly one voxel (when Filter Radius is set to 1). If the Filter Radius is increased, every voxel will sample a larger volume of neighboring voxels and get a portion of their particles’ influence. So we intend to add a feature where a single particle will register with multiple voxels automatically, but I cannot tell when this might become available.
Right now, you could work around in various ways:
*You could load your PRT into PFlow, assign Spherical (or other) shapes, convert the PFlow to Mesher, convert Mesher to PRT Volume and thus fill large volumes with few particles (as on the image above which uses this approach).
You could load your PRT file with M particles into PFlow and spawn N new particles for each loaded particle, while killing the original one. This will leave you with MN particles that you could distribute in a random or gaussian sphere around the original position while inheriting all other channels like velocity etc. Then on the next frame, you would have to delete all particles you created on the previous frame by sending them to Delete by ID. Since the next PRT frame will contain the IDs of the original deleted particles, they would be created again, then they would spawn again while dying in the process and so on, potentially producing a PRT sequence that has the particles multiplied in large clouds around the original source positions. I have not tested this myself yet (although I have tried something very similar with big success), so I could be wrong.
*You could partition a PRT with the original PRT system loaded in a PRT Loader with either a KCM or a simple scripted modifier that shifts the particle position based on a random seed and a Radius or other Data Channel. The KCM would need an Input to control the seeding and a DNoise Operator using that Seed Input to change the “random” pattern. Add a Noise modifier with no Strength and connect the Input control to its Seed spinner so that Krakatoa would control the Seed of the KCM via the Noise’s value. If you would partition this, you would get PRTs with particles shifted randomly based on the MagmaFlow, producing larger spherical particles. (there is also a global MAXScript variable to get the current seed that could be used as input via a Script Input node, see the documentation).
Hope you get the idea, there is a large field for improvisation with all the tools available, I am sure I have missed some options…