I found this cool stilized Kimono geoand  I thought it would be a good test to run a simulation on it with Vellum. It has many different materials, elements and layers.
Different materials will require unique simulation settings, such as varying stretch, bend, and compression attributes. Vellum allows for these customizations, so this will be a good test of how well you can mimic the physical properties of different fabrics.
The Kimono's various elements, like overlapping fabrics, belts, and decorative pieces, will test your ability to manage collision detection, cloth interaction, and layering within the simulation. Ensuring that these layers behave realistically without intersecting or collapsing is crucial.
The dynamic nature of a Kimono, with flowing sleeves and draping fabric, will challenge the Vellum solver to handle complex cloth behavior. This will help you fine-tune settings such as gravity, wind resistance, and pinning points for accurate movement and interaction.

Here are the easy steps of my setup:

1. Optimize Cloth for Simulation
Remeshing the cloth to optimize the geometry is an effective way to improve simulation speed. This step reduces the complexity of the mesh, making it more manageable for the Vellum solver while maintaining enough detail for a realistic simulation.
Handling Self-Collisions: Disabling self-collisions for points where the initial geometry intersects itself is a practical solution. By using the nearpoint function to identify points where the point density is greater than the pscale attribute, it is effectively targeted areas where intersections are likely. Disabling self-collisions in these regions prevents the solver from trying to resolve impossible or unnecessary collisions, which can lead to a more stable and faster simulation.Additionally, make sure to set ID attributes, which are crucial for post-processing later on.

2. Vellum Cloth Setup
Set up the Vellum Cloth simulation by separating garments based on their material properties and behavior. Paint custom attributes for the simulation, such as stretch, bend, compression, and density. Set up layers to ensure a more accurate simulation. Decide whether the garment should be fully simulated or pinned to animation, and create custom points to attach the geometry, including stitching points.

3. Simulation and Post-Processing
After running the simulation, export the results. Then, deform the original, unprocessed mesh using the simulated, optimized mesh, based on the ID attribute. Finally, transfer additional attributes from the simulated mesh to the high-resolution mesh to complete the process.
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