I used a default shader indeed, and had color set to 0. I actually don't know about reflectivity, have to check (it's on by default now, so I might have forgotten). Transparency is created by widening and hardening the SSS mask, and plugging into opacity mask of default shader fed into the surface shader carrying luminosity.
But in the meantime I've found a better method by just projecting on background. No transparency/opacity needed then.
EDIT: yes, forgot fresnel reflectivity!