Hello @hagen.deloss
My project didn't require random colors, so I didn't use it. It was a test.
I think there is no way to import attributes like colorSet via alembic into max versions, previous to 2019.1 or 2019.1.1
And I don't have max 2019 to test with it.
Anyway, to check this for certain, we need some script, which reads alembic attributes inside of max and outside of it. This way we can determine is it an export bug, a renderer bug, or max's native import bug.
The test is simple, - create in Maya's Mash random colors, with a Color node. So you can see in the viewport all colors are random. As I understand, this procedure writes vertex colors of Mash object into a colorSet attribute(s) of object.
Set all needed checkboxes (for colorSet export) in Mash nodes and alembic exporter. Check if Arnold is rendering scene ok: assign aiStandardSurface material to Mash, plug aiUserDataColor into color channel, set it's attribute name to colorSet.
Export to Alembic. Then check alembic file inside and outside of max for a colorSet attribute or a similar attribute, named with specific alembic rules. If it exists in object inside of max - try to render scene with appropriate arnold/vray data/vertex map with named attribute [ colorSet ] inside it, connected to diffuse channel of material, assigned to alembic object.
My test platforms were Maya 2018 and Max 2016/Max 2018. No success with any export settings, with vray and arnold shaders in Max.
Maya's Arnold was rendering image with random colors fine, which means Arnold's got a proper colorSet attribute from Mash network inside Maya.
Also I've encountered a certain problems with Rebus renderfarm, when it was rendering max 2016 scene with alembic, imported from Maya with Mash animations.
I made 3 tests with short sequences ~70frames, and every time 1 or 2 nodes of renderfarm were freezing up to 30 minutes with their frames (1 frame per node/the average frame rendering time was 1 minute).
I checked alembic object with Unwrap UVW modifier and it gave me an error: "The Transform Matrices of following models should be reseted: MASH1_ReproMeshShape"
So, I decided to convert alembic into a poly with oneMesh plugin.
Alembic>>>oneMesh+editPoly+pointCache(record)>>>editablePoly(collapsed)+pointCache (play)
Pointcached geometry rendered on Rebusfarm like a charm.
As you can see, there are too many operations needed to just render Maya's Mash inside of Max.