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I have some issues with ray visibility. I added growing grass geo-nodes to the Cube, and want to hide cube with shadow catcher mask. But by that grass is also hides. So how can i hide the cube without hiding geo-node based grass?

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  • $\begingroup$ Could you use a Single Vertex instead of a Cube to carry the GeometryNodes modifier ? As a point, it is not rendered. $\endgroup$ Commented Mar 18 at 12:49
  • $\begingroup$ @StefLAncien A cube would also not be rendered if you do not connect it with the Group Output. But in this case it should function as a shadow catcher (I guess), so a single vertex would not make sense as it would not catch any shadow... but still make everything invisible generated by the nodetree (and you cannot distribute grass on it). As I understood the question, the cube should not only be invisible, but show shadows. But even if not, as I said simply not connecting it to the GN output makes it invisible. $\endgroup$ Commented Mar 18 at 13:01

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The good thing with Geometry Nodes is, you can reference objects in the nodetree but they do not have to be visible in viewport or render.

So, to use a shadow catcher object to distribute grass and have the grass still be visible, just add a Geometry Nodes modifier to a different object and reference the shadow catcher with an Object Info node.

Like in the following example: I have a plane that is a shadow catcher. Then I have a cube with Geometry Nodes. I have an Object Info node referencing the plane and I am distributing points on it (then move them slightly upwards so that they are not inside the plane). I instance icospheres on those points, the icospheres are visible and the plane is invisible, just catching the shadows of the spheres.

gn with shadow catcher

If you simply do not want to see the cube in the render, then you just do not connect it to the Group Output of your Geometry Nodes nodetree...

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