Collision geometry issues in vellum simulation

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I am doing a basic vellum simulation in which I am using a moving sphere as a collider. Unfortunately, while running the sim, the vellum cloth gets stuck inside it. How can I avoid it from happening?

Increasing the substeps in solver doesn't help.

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Vellum basics_sfx.hip (816.4 KB)

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Don't have the collision object so it's intersecting the cloth at the start of the simulation.
Also to get a pretty good result without requiring extra sub steps on this occasion increase "Collision passes"

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Vellum basics_sfx2.hipnc (847.1 KB)

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Thanks. That works. Now I added a rotation in the ball. It begins to stick with the cloth later. How to tackle that?


Edited by proceduralist - June 14, 2024 15:15:57

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Vellum basics_sfx.hip (819.3 KB)

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Adding rotation to the translation of the collider has increased the overall "movement speed"

In this case adding substeps will help, each frame will be split into the amount of substeps,
effectively making the simulation more accurate though unfortunately also take longer to process.
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Thanks a lot! Adding substeps fixed it!
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