virtual void GetNearestHits(int nRays, RtRayGeometry const *rays, RixRNG *rng, RixBXLobeTraits const &lobesWanted, RixIntegratorContext &iCtx, RixLightingServices *lightingServices, IntegratorDelegate *lcb, int *numShadingCtxs, RixShadingContext const **shadingCtxs, RtUString const subset=US_NULL, RtUString const excludeSubset=US_NULL, bool isLightPath=false, RtHitSides hitSides=k_SidesBoth, bool isPrimary=false)=0