Hiding Parts of a Model Inside a Collider

I have a small question for you all.

Currently, I have built a scene in Unity that contains various objects including a conveyor belt and framework.

Moving along the conveyor is a machine that picks up the belt through some pulleys, before returning the belt to the conveyor. In order to get the image of the belt being moved off the conveyor I ended up modeling it as part of machine, not the conveyor framework.

This works well and for all intents and purposes gives the correct illusion. However, in order to maintain the belt along the whole conveyor, I had to stretch the ends out further than they really are.

What I end up with is part of the model sticking out into the air where it shouldn’t be. Now for the question: Is it possible to setup either a camera or script that will use say a collider or area where anything inside is not rendered?

Basically I want to stick this area on the end of the conveyor and tell the camera not to render anything INSIDE the box, but continue to render everything OUTSIDE of it, making it invisible without breaking up the model so to speak.

Not exactly sure if this what you want, but it is possible to project a “hole” onto objects using a projector (see this thread for details).

Cheers for that, its sort of what I’m aiming for. The only issue I have now is setting up an area where the “hole” is cut.

What I mean is currently the hole is projected onto everything in the scene that is in front of the projector, therefore I end up with parts missing that shouldn’t be.

Does anyone have any ideas as to how I might be able to set up the projector to only remove what’s inside a set area?

I’m thinking of using a box with the depth shader attached but I’ll see how it goes.

Yep! assigning the depth shader to a cube object worked perfectly! now I have a modifiable “Black hole” as it were, so I can hide only what I want to hide.

Cheers for the help!