You can convert mesh and strand output from Bifrost to Maya geometry by right-clicking on the output port at the top level of the Bifrost graph. Bifrost meshes get converted to Maya meshes and strands get converted to NURBS curves.
Connect the Bifrost geometry to an output node at the top level of the graph. Connections to terminal nodes are not supported.
Right-click on the input port of the output node, and select Create Maya Geometry.
bifrostGeoToMaya node. mesh node is connected to one of the bifrostGeoToMaya node's Maya Mesh ports.nurbsCurve node is connected to one of the bifrostGeoToMaya node's Maya Curve ports. Because Maya doesn't support subcurves, each strand must be a separate object.You can see these connections in Maya's Node Editor.

To use the point_normal values of a Bifrost mesh (if they exist) as the normals of the Maya mesh, turn on Transfer Normals in the bifrostGeoToMaya node's attributes.
In the Properties box, specify the geo properties to transfer.
float and double values per point are transferred as alpha color sets.float3 and double3 values per point are transferred as RGB color sets.float4 and double4 values per point are transferred as RGBA color sets.boolean values per component) are transferred as Maya component tags.By default, all properties of the above types are transferred except those that are redundant on Maya geometry: * !point_position !point_normal !face_vertex_normal.
point_color point_velocity.* (an asterisk).! (exclamation point). For example, to transfer all properties except point_position: * !point_position.