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Hi @GuangyanCai

A few things:

  • The KDTree is not compiled by default, and when it is compiled it is only available in scalar variants.
  • Typically you're using Embree (LLVM or scalar variants) or OptiX (in CUDA variants). Both frameworks typically use their own bounding box shape: AABBs. Note that these are just to help build the acceleration structure. I don't think that this is what you want. Unless you're experimenting with acceleration structures.
  • We do not allow custom shape plugins. If you wish to write you own custom shape, you must do it in C++ (and CUDA for OptiX).

With these things being said, I think the easiest would be to just add your "Mesh bounding box"-shape to the scene wi…

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@GuangyanCai
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