Hello there,
this is an example of how to use shaderMeister to create a Hypervoxels pass for Hypervoxels that either refract or reflect the surroundings.
Traditionally one renders one pass with the HVs set to be unseen by rays to get a pass for the geometry.
The other pass usually has all objects set to matte objects (using the item properties) and their shadow options to black.
This has the disadvantage of the items also showing up as black in the r
eflections and refractions of the render.
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This is the basic scene that is attached to illustrate the problem. And no, it's not meant to be pretty, only illustrative

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This image is the render with all items set as matte objects (which isn't what we want).
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This is the first pass: The scene is rendered as normal, the items that are rendered as Hypervoxels are set to be
Unseen by Camera (as you can see the HVs still cast a shadow).
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This is the pass that we actually want to have. Only the Hypervoxels are visible, but they still reflect and refract the complete scene.
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First, all items in the scene have their item properties changed to render a black alpha.
This allows you to comp the HV pass on top of the basic geometry pass.
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Since we want the surfaces to show we will not touch the item matte properties. Instead, shaderMeister is applied to all surfaces.
A global override is applied that will keep the surfaces as they are if the current level of recursion (Bounces) is more than 0, otherwise they are set to be black.
Since rays with a bounce of 0 are bound to be from the camera, this will effectively render the object surfaces as black when seen from the camera and keep them as they are when seen from another source (such as a ray spawned due to reflection or refraction).
I've also attached the sample scene including a content preset for shaderMeister.
If there's any questions, please feel free to ask here.
Cheers,
Mike