My question is, before I begin rendering the sequences, how can I comp these (in wax, very similar to after effects) where the neb blocks out the sprites behind it. When I use the hardware renderer in maya, the geo mask does not recognize the galaxy's alpha profile. There is however a good alpha on the galaxy layer. Can I somehow use the alpha from the galaxy image sequence and apply it as a mask for the stars image sequence in the comping software?
Is there a better approach to take from inside Maya?