Sébastien Levieux

Sebastien Levieux

About Me

As a Senior CG Generalist and VFX Supervisor, I bring over 20 years of experience to the visual effects industry, working on high-profile projects across film, television, and commercials. My extensive experience includes notable roles at companies like MPC Montréal, where I contributed as a Key FX ...  more
EXPERTISE
Freelancer
INDUSTRY
Education  | Film/TV  | Gamedev

Connect

LOCATION
Miami, United States

Houdini Skills

ADVANCED
Procedural Modeling  | Environments  | Digital Assets  | Animation  | Cloth  | Karma  | Lighting  | Pyro FX  | Fluids  | Destruction FX
INTERMEDIATE
Character Rigging  | Motion Editing  | Hair & Fur  | Crowds  | Solaris  | Mantra  | VEX
BEGINNER
Muscles  | Realtime FX  | PDG  | Python

Availability

I am available for Full Time Work

Recent Forum Posts

How to render the slap comp inside the copnet? April 9, 2026, 3:57 p.m.

I find the issue, I removed the the extra AOVs ( at the block end as well) and I kept only the C

How to render the slap comp inside the copnet? April 9, 2026, 3:19 p.m.

Hello, I setup the USD render rop / Husk / slapcomp and the render is not updated with the copnet filters..
Thanks for helping.



UV layout Jan. 13, 2026, 10:33 a.m.

Hello everyone, I have several assets in my geometry that are created using Copy to Points or Copy Transform, and other just simnple geo and they are later merged with other assets. All the assets already have UVs before the merge.

Inside a For-Each loop, I’m using UV Layout, but I don’t want it to overwrite or re-layout the UVs of the assets coming from Copy to Points / Copy Transform.
Those assets should be treated as a single object (one packed piece) during UV Layout.

For the other assets, UV Layout can work normally. What’s the best way to prevent UV Layout from modifying the UVs of the copied assets while still allowing the rest to be laid out correctly? I want then, pack all those UV in UDIM..
Thanks for your feedback...