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Respecting Batched Mesh Instance Visibility in three-gpu-pathtracer #693

@PratikHadawale-tech

Description

@PratikHadawale-tech

Is your feature request related to a problem? Please describe.

Currently, When we have a Batched Mesh with let's say N Geometries and M Instances. Out of the M instances, we set the visibility to "off" for X of them. In a normal Three.js scene, that works perfectly and the instances aren't visible, but the same scene in three-gpu-pathtracer would render those visibility "off" instances.

I tried searching but seems like this feature doesn't exist?

Describe the solution you'd like

I think currently there's no direct translation from Batched Mesh to three-mesh-bvh? ( internal structure ), so certain properties like visbility flags aren't being utilized when pathtracing. It would be good to have a feature where the visibility also translates nicely

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