This is a render of a surface shader plane in the bg, the ball model and texture I've settled on, and a surface shader w/ keyer alpha image sequence plane for the character, inside the ball.
This is a photoshop comp - top layer is just the png coming into maya. the other is the tga for the bg plane. Just to show that the key doesn't suck as much as it looks like it does in maya. (the key DOES suck, but that's just cause this is a test)
Any ideas why non-extreme transparency values are rendering strangely? Things I've done:
Lambert (incandescent + transparency) instead of surface shader
Removed BG plane
Removed Ball object
Removed ALL objects except character
Used TGAs instead of PNGs
Tried Maya Software AND Mental Ray renderers
The other option is to perform the composite in After Effects, but though importing camera motion from maya to ae is pretty straight forward (once you know how to dodge the common issues), it takes quite a bit of time that I won't have once I start rendering. Plus, I don't know how to comp her INSIDE a semi-transparent maya render.