In this project, there was no direct Houdini → Niagara connection. Such a connection does exist, but it’s costly in terms of performance because you need to store point caches exported from Houdini in memory, and that’s not always necessary. I use a different approach if the points aren’t dynamic.
The name of the project is more about the fact that Niagara has a modular system similar to Houdini, with all the quaternions and matrix, which basically lets you place a sprite or lightning bolt exactly as you need, almost without limitations.
A bit of philosophy

Another note in favor of Houdini from my side. Over the last 14 years working in VFX, I’ve tried quite a lot of software. I spent 5 years in After Effects with all the plugins — Red Giant, Sapphire, VideoCopilot, RevisionFX, and many smaller plugins and scripts. Later I worked in 3ds Max (with FumeFX and more), Cinema 4D, Nuke, ZBrush, Embergen, Adobe Flash, Substance Designer/Painter, plus Photoshop, Adobe Premiere, and a bunch of smaller tools for atlas recording, video, or gifs.
All these programs produce content of different kinds and qualities. Each of them is expensive to buy, but they do increase your potential (and, of course, your responsibilities). 
When I started working in Houdini, I realized I didn’t need plugins at all — just my brain and a lot of time.
The only downside of Houdini is that if you need something, you have to build it from scratch. Nowadays they’ve made a lot of presets, which really speeds up the workflow, and you don’t always need to “build a plane from scratch.”
If it weren’t for their new Copernicus or plugin Axiom, I wouldn’t have been able to let go of Substance Designer, After Effects, or Embergen.
About Embergen and Axiom: unfortunately, I don’t like Embergen’s smoke shader and its loop creation. It’s a quick tool that doesn’t require much effort and is very convenient, but if I want to improve something or work around its limitations — I can’t.
To sum up 
Working in Houdini allows you to combine almost everything needed for VFX creation. Now it has a powerful 2D tool (which was missing before), and you can combine it with any 3D model, depending on your skills. There’s a strong alternative for smoke and fire simulations, liquid sims, vertex animation, the ability to build any geometry and any custom UVs you want. On top of that, you can render anything you need (mostly for smoke). The XPU render takes 30 seconds – 5 minutes for any complexity and detail level of smoke over 64–128 frames. And fire renders in just 10–30 seconds for 64 frames. ( video card 4090)
So yeah, I’m just a fan. That’s it.




