(05-15-2020, 04:23 PM)Alexx31 Wrote: I did a simple test scene and played with all SIM settings, also "Collision compensation",
This is under the Particle (Physics) bind solver, and has nothing to do with the PhysX you (apparently) using in the sims.
Guys, there are 2 (dynamic) simulation solvers in TyFlow:
1) PhysX
2) Particle Physics (granular solver)
So, both of them have a separate options, and are completely independent of one another (neither work with one another).
They have different use. You'l use PhysX when you want real (convex) shape collisionns (like fragment meshes), and stuff like that, and Particle Physics is much faster, but only works with "dots" type of collisions (imagine like a point collisions), and it's not good for fragment with volume, but is good for, example, sand simulations (of course, you can do a sand simulation with PhysX, but much slower).
Almost every operator works with both solvers, and both solvers has their own unique operators (for binds, for switch).
There is also cloth solver, but that's another story.
Hope it's clearer now.
--------------------------------
Ok, now to answer about jittering.
First thing you will try is increasing time step parameter (select Tyflow Icon, go to modify, it's under Main Settings) from 1 frame to 1/2, 1/4 or more (this will help for both solvers).
This should help you in 90% of the cases (at least, from my experience)
If that doesn't help, and if you're using PhysX, then go to PhysX rollout (again, on icon), and try increasing substeps, and these other 2 settings (position and velocity).
Now, I had simulations where even all above didn't helped, so I just used simple thing
Property Test operator (Test type: By velocity magnitute) , then I say... if particle is slower then this value, then just send it to next event (and next event have just Stop operator).
That way, every particle can get crazy all they want
but if they start moving very slow, they will be ordered (sent to next event) to stop moving