The CCCS is freezing on tets because in their default state tets perfectly overlap with each other. This is what you want for normal tet dynamics, but not what you want for the CCCS, which requires cloths to be non-intersecting/overlapping on their starting frame (the "freezing" is basically an explosion of compensatory forces trying to separate faces with zero distance between them - 'divide-by-zero' in cloth-solver terms).
To prevent self intersections on tet softbodies you'll want to use Particle Physics and a small time step. Basically treat it the same way normal cloth self-intersections used to be treated before the CCCS was introduced.
Improving tet dynamics has been on my mind for a long time, and PhysX 5 (recently added to tyFlow) has its own tet solver for softbody dynamics. So there's lot of room for improvement in the future, although I don't have a timeline in mind currently.
If you describe your bullet impact scene a bit more I can try to offer further advice for setup. Is this like a closeup of a bullet tearing through organs or something?
To prevent self intersections on tet softbodies you'll want to use Particle Physics and a small time step. Basically treat it the same way normal cloth self-intersections used to be treated before the CCCS was introduced.
Improving tet dynamics has been on my mind for a long time, and PhysX 5 (recently added to tyFlow) has its own tet solver for softbody dynamics. So there's lot of room for improvement in the future, although I don't have a timeline in mind currently.
If you describe your bullet impact scene a bit more I can try to offer further advice for setup. Is this like a closeup of a bullet tearing through organs or something?