small houdini to blender bridge i’ve been working on
The sim is just a quick pighead melt setup. The important part is the data transfer.
In Houdini, the melt attribute drives the viscosity / sim behavior.
Then I export the cache, import it in Blender, and use the same melt attribute in Cycles to mix between two shaders.
So it is not just animated geo. The sim state comes across as usable render/lookdev data.
Current features:
Houdini to Blender frame cache
JSON metadata + binary sidecar files for heavy arrays
point positions, UVs, and user-defined attributes
stable topology mode for fast position updates
changing topology mode for FLIP / VDB / remeshed sims
curve support
Blender shaders can read imported attributes.