I remember a couple people in the class had issues with the paint shader used on the plate, in that its alpha was black wherever the environment was reflected. So did I. Enclosing your scene in a simple sphere would fix it. Or, for a solution I picked up at lamrug that makes a little more sense (it really doesn’t make any sense at all to be passing on the alpha from reflections, even if the reflection is the empty environment…), enable “pass custom alpha” under ‘custom entities’ in mental ray globals.
Anyway, just thought I’d point out that alternative fix. It can get a little annoying working in a sphere-enclosed scene. 