These tutorials are not in any way made for the things you want. They are Masterclass tutorials, and they are not named Masterclass just as a fluke. It is because they go more deeply in how the stuff works, technically, which is not for beginners trying to make their first fluid or fire sim but for the advanced users to get insight in how the tools works behind the scenes and for that purpose they are great tutorials!
I disagree here. There is a lot of talented houdini artists on this forum that would be able to do this, and even better imo. But as most of us is not hobbyists but rather professionals that work at different studios we usually dont have the time to do these bigger elaborate tests. And this usually goes for tutorials also. And for the fact I havent seen any tutorial for any program that actually produces a super realistic high-end production result, the closest i seen must be schools that you actually have to spend a lot of time and money on that might go trough what you want. The big issue here is the time and money. Imagine if it takes you 3 months to go trough the material how long time it took to create the material! And if theres only 10 "students" that actually buys the course, well you wont be able to buy food and pay rent if you spend 1year not working and just doing the course.
Again this example dosnt have any particular part that is "magic", it just takes time. First tracking issue. At the set they probably had tracking makers that they painted away in comp. And if they cant get a good enough track that sticks you usually can divide the render up in pieces and stabilize each part in comp (or god forbid do a manual track brrr). As for the sim, it might even be the same sim (or same sim with just different seeds and collision objects) for all the doors. Maybe some simple box and planes for walls and objects as collision objects have been done and the doors just two boxes that "opens up" for the apples to start pouring out. The windows can even be their own renders because they are unaffected by the apples pouring out. The plate is probably having greenscreens in the windows of the train or some people had some fun rotoscoping. And stuff in the picture is rotoscoped (might be simple if they got a good track they can send to nuke for example). As far as lightning/rendering/integration goes its not anything new. You just have to know why you do things. First the apples need some texture, you dont really see much details in the apples in that youtube example but its probably there. Then to the shader, how does the specular look on an new shiny apple, do you see reflection or can we just use specular? does it need subsurface scattering? if yes why? and so on.. After that is tweaked we come to the lightning. A few lights for interior of the wagon (the light come from above), the apples dont change much in lightning as they go out of the wagon so they are probably rendered with same lightning all over. And since its not completely black between the apples, some fill light is needed, maybe they used an environment light (maybe they shot a hdr picture on set, or just used some generic home made for simple fill light, since we dont see reflections in their renders it would work). Then for rendering you can do it in a million ways but lets say its rendered out as a "beauty" with just an additional specular pass and a ground shadow pass and occlusion. Then in comp you could remove specular and shadow in areas where the apples goes into the shadow areas of the plate. And of course matching black and white values and some color correction in comp, maybe a few rotos here and there to color correct the apples to fit into certain areas of the plate (instead of doing monster lightning that matches values 100% everywhere). When you break it down you have most of the info here in all tutorials you have watched, it just comes down to production experience to learn how to use the knowledge you have, you would be amazed with how many things can be used in a way you never thought it being used for!! And nowhere here have i mentioned Houdini/Maya (i actually mentioned Nuke but could been Fusion or whatever comp software) so this knowledge is applicable in all programs, then what you need to know is how to do each step (like how do you track? what is Rigid bodies? how can i make a sim with it? how can i make a shader have specular? how do i create a render pass with the software i use? and so on).
Of course a real good tutorial on this example would be nice to have but there probably isnt any magic in there, just hard work and time =)
end of my babbling, maybe something i said made sense, if not "moahaha i stole your time"