Found another thing to report. If you have a reflective surface (raytraced) and have extra custom buffers like an RGB matte pass, the matte colors will raytrace each other. Same thing hapens on a custom depth pass making it unusable. i guess it makes sense in a way but I thought making an object a single color would overide other shaders for that pass. I tried mixing a zero reflective shader with the pass but couldnt get it to work.