Cell shaded explosion meshes
These are just some fun little tests tinkering with the axiom solver in Houdini. I converted the volume sims to poly reduced meshes, and then in turn converted those to Vertex Animation Textures (VATs) for playback in unreal via a shader.
The sphere approximation example was an attempt to place a grid of spheres inside the volume sim, have the sphere adjust their radius over time to best fit the volume, and then cull spheres that end up not being visible for most of the sim. I think from memory the sphere grid was just written out as points from houdini, with a radius attribute that was read via niagara, with a sphere mesh renderer on each particle.