After the animation was locked down, I moved on to applying the simulation system. I used a pre-made node setup made by an experienced Houdini artist, which was designed to add dirt and mud that would dynamically respond to the car's movement. By using this system, I was not only introducing myself to yet another layer of features within the software, but I was also giving myself the opportunity to analyze and learn how a professional prepared a file with a robust simulation workflow.
Once I adjusted all the nodes and integrated my own car model into this system, I began the process of caching all the separate simulations that would comprise the particle effects. At this stage, I noticed some of my cached sims behaved erratically, with bits of the dirt and mud blasting off the wheels. At this point, I decided not to worry too much about it, especially since I believed the motion blur later on in rendering would most likely hide these awkward flecks, so I ignored it and moved on.