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?
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"
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.