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You can emulate this with f.e. an OSL texture shader for the opacity that would return full transparency on the back side. I might get one of the guys to show an example tomorrow.
As it turns out a GLSL shader looks really simple and does the job Vlado suggested.
As the GLSL support help index states:
"vec4 gl_Color returns white for front facing primitives and black otherwise."
This is strongly specific for our V-Ray implementation of GLSL.
I have attached an example, just rename the extension to .frag and load it in a VRayGLSLTex texture.
Then use it as an opacity map for the V-Ray material.
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