Liesbeth Levick

Liesbeth_Levick

About Me

Liesbeth Levick is a Character Effects Technical Director at Side Effects Software, focusing on Muscles and Tissues. She studied Astrophysics and then moved on to work in grooming and CFX at animation and visual effects studios in South Africa and Canada. Her production experience includes creating ...  more
EXPERTISE
Technical Director

Connect

LOCATION
Toronto, Canada
WEBSITE

Houdini Skills

ADVANCED
Hair & Fur  | Muscles

Availability

I am currently employed at SideFX

My Badges

SideFX Staff
Since Jun 2024

My Tutorials

obj-image Masterclass
Muscles and Tissue H21 Masterclass
obj-image Masterclass
Muscles Masterclass | Advanced & Special Topics
obj-image Masterclass
Muscles Masterclass | Essentials

My Talks

obj-image HIVE
Big Flex: Controlling Muscle Shapes with Otis

Recent Forum Posts

Fur Lookdev making mask for materialX Aug. 17, 2026, 6:47 p.m.

I don't know how the original textures were created, it is possible that they were created in a third party app.

However, if you wanted to create them in Houdini for your own characters, there are two options, depending on if you have UDIMs or not.

1) No UDIMs, H22 only. Use a Paint 3D COP. You can paint different layers and then use a Cable Unpack and Channel Join with the signature set to RGB to combine the different layers into the R,G,and B components of an image the way it is in the Fur Lookdev tutorial. You can also just write out each layer as a separate map if you prefer.

2) With UDIMs - easiest in H22, but also doable in H21. Use an Attribute Paint SOP to paint your maps. Subdivide your geometry first if you need to paint more detail than the resolution allows (this is only used for baking the maps, not for your actual groom). Ensure you also create a UDIM List SOP on your geometry before importing it into COPs. On your COP Network, under the UDIM dropdown, toggle on "Default UDIM List" and pick "from Geometry". Then specify your Geometry Path with the UDIM List attribute. Inside COPS, the important thing when you rasterize your geometry is to connect a default Layer COP followed by a Match UDIM COP otherwise the same UDIM tile will be written out to each UDIM file. Again, use a channel join if you wish to combine your layers into a single image. For your ROP Image Output node specify "<UDIM>" in the Output file name. If you are in H22 you can set the UDIM List to "Use Context". If you are in H21 you will have to specify the UDIM range manually.

In both setups I also added an Extrapolate Boundaries COP with the alpha of the geometry UVs connected as the "fillarea". This prevents uv seams from showing in the maps.

I've attached an H22 file to illustrate both methods.

"Configure Guide Deform" LOP node with character hair Aug. 17, 2026, 12:48 p.m.

I can't notice anything obviously wrong from these screenshots. Have you tried toggling on "Snap to Skin" on your Guide Utility node? If that doesn't fix it, please submit a support ticket with a file attached as it is almost impossible to troubleshoot from screenshots alone.

"Configure Guide Deform" LOP node with character hair Aug. 10, 2026, 12:19 p.m.

Here is a setup for the Capybara Configure Guide Deform LOP using the SOP setup from the shelf tool that is optimised to prevent guide weights being recalculated each frame, as well as preventing cross-contamination of attributes between the prims.