This problem has been bothering me for a long time.
Basically, this time I created two branches. Both at the same time in the same way. A piece of cloth has to hang down both.
Now the cloth object goes fine on one of the branches
But in the second one, it at the start just passes through the branch and then compresses and sucks into the branch as if it is trying to go into the branch.
Two things, are they exactly the same and by this I mostly mean they have the same topology/mesh density. If one has fewer loops, etc then the other then it’s got less points to test for collisions.
Second, is scale applied to both.
And lucky third, are the normal’s all facing outward on the one is passes through.
@joseph Tried it. It didn’t make much of a difference. @thetony20 First, yes. I even subdivided the other branch to make sure that it has enough topology. Second. Yep, I tried separating the branches and making them the same object, but no difference. Third, this I don’t know. I’ll check it out.
It collides, feels like it is deforming according to the modifier, then suddenly it starts… compressing itself as if it is trying to go inside the branch. Also, I subdivided it and even tried using subdivision surface (To both the cloth object and the branch). There was no difference. I think my problem is what @thetony20 mentioned and I will try that out.
Lastly, I eventually just deleted the second branch and made a few new ones. Out of them, one managed to get it done right. I think I am just doing something wrong while modelling but so far, I don’t know what.
Without seeing it, about the only other thing I can think of checking is to make sure the collision settings are the same on each branch object. Since I assume its all just one cloth object, so that would have just a single modifier and hence settings.