As Ansi explained, we currently create only one particle per voxel.
When we wrote this code, we had to solve a practical production problem on G.I.Joe - the FumFX sim we had to render required around 64 GB of RAM. So we decided to make Krakatoa render the FumeFX in voxel mode and needed one particle to transfer the data to our voxels.
When we added this as official feature in v1.5.0, our other tool, the PRT Volume, was also only able to create one particle per voxel.
Then in v1.5.1, we added the ability to create multiple particles per voxel in the PRT Volume, but did not do the same for the FumeFX rendering. It is currently on our Wishlist to provide the same multi-particle functionality to FumeFX rendering in the future, but I cannot tell you when exactly. Also, in the case of PRT Volume we have the mesh surface to check against to ensure correct curvature, while in the case of FumeFX we have no such guiding surface and producing multiple (grid or random) particles per voxel would not necessarily smooth out low resolution voxel grids, so it might require some more advanced techniques to produce good looking results.
The alternatives would be to create particles in PFlow and drive them with the FumeFX sim as we did in the early days before direct rendering was supported in Krakatoa, or save the FumeFX to PRT, load in a PRT Loader and partition it using the High Frequency Noise Modifier method described in our tutorials. This would give you a random number of particles per voxel with the current tools…