With Final Gathering you typically have to crank Primary Diffuse Scale way up in render globals, to get a decent effect, but it is still a flat post post effect that won't offer much accuracy or realism.
Another option involves MEL scripting. I've observed how Phoenix FD does its fluid lighting. They populate the container with point lights (up to a maximum of 64) with falloffs. It's a cheat that works as long as the container's relatively low and far away from illuminated surfaces. They have 2 modes where the lights are either randomly distributed through voxel space or "chases" areas of high intensity.
Similarly, it's possible to fill maya fluid container with lights. Commands are all there: "getFluidAttr" to read container dimensions and "fluidVoxelInfo" to parse individual voxel positions. Ideally you need one light per voxel with fluid color, temperature or incandescence going into light intensity and color. Render time will likely go through the roof with high voxel counts, but the results will surpass those of Phoenix where the light cap is set way too low.
Last edited by Julia Skiba; 11-12-2013 at 11:28 PM.