I try to collide an object with a tetrahedron vellum object. But when the object collides with the simulated mesh, the impact has a sharp edge.
I try to use tetrahedral stretch constraints with low stretch stiffness and compression stiffness. Combined with cloth constraints with high stretch stiffness and high bend stiffness. So in theory, tetrahedral can deform more easily, and the high bend stiffness on the outside forces the constraints to bend less on a larger area rather.
As a very broad rule in my experience, when vellum looks rubbery or if impacts aren't affecting as much of the geo as you expect, you need to increase substeps.