Cull back faces with ray tracing translucency?

How can I cull back faces from rendering with ray traced translucency enabled?

For example, I have a mesh with a glass material in front of a single-sided mesh with an opaque material that is pointing away from the glass. I want to see through the glass and the back faces of the opaque material in this case. However, the opaque material looks black.

Raster translucency solves this but obviously lacks the benefits or ray tracing translucency, which I want.

Thanks!