- Built-in SubSurface Scattering support
- Flame/Fire Simulation
- Crowd Control
- Better Material system (something similar to shaderman)
SSS - there is the makehuman sss, but don't think it is on anyones roadmap
Flame/Fire isn't on anyones road map, equally important is smoke. There are both shader issues and simulation issues that need to be done though. Perhaps that will be one of next summers SoC projects.
Crowd simulation is what 'BlenderPeople' is all about - it is waiting on the python animation API to be reconstituted before Harkyman can continue work on it (I assume he is planning to do so again at any rate). Requires mySQL so not likely to be bundled.
Ton stated it is a wishlist item of Orange team for materials to become node based (as is also desired for compositing).
I was just stating that if it had those features it would become Comercial ready, even though that is not the intention that the Blender Foundation has for Blender.
There are many different aspects of commercial ready - interoperability (ie high quality import and export for industry standard formats) and usefulness for a particular niche are probably most critical. Taking one aspect of Blender and taking it to being the best or close to it, is far more important (from a 'commercial adoption' view) than doing a bunch of different tasks 'ok'.
The upcoming release will get Blender to the stage of one of the better animation tools in both terms of functionality and ease of use.
LetterRip