Thanks for the info! I am currently utilizing Houdini's meshing for the main part of the simulation. I have a flipsolver set up and a system for meshing it as an alembic mesh and already have that correctly outputting the vertex color information for velocity that renders correctly in Redshift when being brought into Maya.
The blood element that I am building currently has 3 separate elements to it. The Flip fluid for the main squib, a kind of smoke burst using the smokesolver and output as a vdb cache, and then a fine particulate simulation for a ballistic spray that I am running as a simple popsolver simulation. I am happy with the vdb meshing for the flip fluids, though only need fine droplets (hence the spheres) for the ballistic elements.
The main thing I was trying to figure out with this post is how to overcome the hurdles of importing point cloud data into Maya (potentially through Alembic) since Maya has a pretty terrible Alembic implementation and just generally poor support for point clouds. I might take a look at importing it as a curve though which may work for the fewer number of particles I have currently.
I do like the results of your surfacer though. My current surfacing method is pretty simple. I do have a surface tension solver attached to my flipsolver to get more interesting results. Is that something that you dealt with during simulation or during surfacing for this?
But yeah, mostly just looking for a good way to get particles from Houdini into Maya for rendering or driving of other systems. I have found Besha's OpenVDB plugin to offer some decent meshing ability of particles within Maya (while still not quite as flexible as the meshing options in Houdini, definitely a start). But still not quite what I am looking for for this particular element.