It is common to use simple geometry for physics simulations, and then parent more advanced geometry to it to be rendered. Normally this simple geometry is on another layer. However, I have a case where the simmed geometry is on the main render layer and part of an object that needs to be rendered (because it's all one piece brought in with a mesh cache.) Separating any verts out isn't an option as it would break the cache.
I need to mask out some of this geometry, but I have empties parented to it and bones constrained to it as part of my rig. If I use the mask modifier, these break as the vertices are missing. I can put a transparent shader on it, but this still costs render time and produces artifacts at intersection.
Is there any other way I can get these verts to not render?