Exploration of workflow from generating visual effects in Houdini to Unity for use in augmented reality. The intent is to identify optimal strategies for showcasing complex effects in augmented reality. For instance, Houdini's game development toolset includes a ROP for generating texture sheets by rendering the effect and then compositing layers within a base and normal texture, or Houdini's Vertex Animation Texture (VAT) Rendering Operator outputting to Unity's Universal Rendering Pipeline (URP). My aim is to explore how sims from Houdini might be able to capitalize on these workflows and evaluate its performance in AR compared to other simulation solutions. Augmented reality filmed with an iPad Pro and video/sound editing processed in After Effects.