The raytracer wasn't calling node shaders yet, so results showed only shading for the base material. This now works, but there's a conflict in the internal Blender shader that makes recursive raytracing with nodes unpredictable. Basicaly the conflict is that when a ray wants to shade a point, it should be able to check the material for mirror properties, but this is undefined for node trees... Probably we need to separate raytrace entirely from material shading. Is a good topic for NodeShader 2.0, when we really split up materials in shading components. I'll add a note in the release log about this. Best results you get now when you don't include mirror/ray-transp insde a node tree, in that case a regular material mirror can render that material perfectly.