Remove mesh from camera but keep its reflections for other objectes

The render target used for PBR transmission wouldn’t be relevant for alpha blending (material.transparent=true). Can’t tell what type of transparency is being used here without more information though, if it’s PBR transmission then I’m not sure.

Assuming alpha blending — one option would be to use the stencil buffer and custom render order to:

  1. draw the model first, writing only to the stencil buffer
  2. draw the plane, only where the stencil buffer is already set
  3. draw the model again, normally

Similar to the approach suggested in this post:

Note that what this approach allows is to continue drawing the plane, but only where it lies directly behind the object, and not elsewhere. I think that’s what you intend?