This is a render of an indoor environment. There is a glass window in the room that provides a view of the street outside. The scene is lit with an outdoor HDRI environment texture. The problem is that the outdoor HDRI is reflected on inside of the glass. What is the best way to remove or fix these reflections?
The solution is to set a (non-zero) refraction depth for the glass material and add a reflection plane just in front of the window pointing inward toward the room. The reflection plane will override the reflection of the background environment texture locally. Using this method, other objects in the scene will still be able to reflect the environment.
Notes: My glass material has screen space refraction enabled with a refraction depth set at 0.01 m. In the render properties I have also lowered the edge fading amount to 0.03 and enabled overscan at 10%. (You may need to make further adjustments to these render property values if the refraction is still fading out toward the edge of the camera frame.)
To avoid the HDRI reflection you can create this node setup for the world: Mix the HDRI Background node with whatever Background you want into a Mix Shader, and use the Input > Light Path > Is Glossy Ray as the factor. The HDRI will still be the light source but the second Background will be the one that will be taken account for reflections: