Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:11 am)
While some of your suggestions are over my head, things like the changes to the material room are, imho, critical.
Ever since I've been using Poser, the material room has been this arcane place where I have found I can, very quickly, very easily, make a complete and total mess of anything I'm working on. Were it not for people like BB and Snarley and Phil, I'd never venture in there (and my renders would be nowhere as good as they are.) I think the ability of the dweebs like me to use this resourse should be a number one priority. The interface ideas you put forward make complete sense.
Can they be implemented? "Oh, Cooper-r-r-r-r-r-r-r??????"
The hair room would be great if the hair controls actually worked without hoop jumping and the hair was about three times as fine as it currently is. I've spent A LOT of time in there, and while it's a great idea, it is not there yet.
ANY improvement to the cloth room is an advantage. I have beem moving away from conforming clothing for several years. If the last fussiness of the cloth room could be removed, I'd use it to create normal looking clothing for all my characters!
For me, these are the three things you mention that would be of the most use to the most people, and I'm going to hope SM hears us.
Did you post this to SM or do you think Coop will see it here and pass it along?
I don't want to have to link nodes anymore (but I think the option should still be there for the geekier among us...lol). Vue overlays the node system with a visual preview (and a very good one - independent of the lights in the scene) and a slider/function/profile based system that I think EVERYONE would better understand than what we have now. I think Vue's material editor is extremely easy to understand, even for the novice. As it is now, the material room is way above the normal user's head and if it weren't for I'd say less than 5 ppl on this site, no one would have a clue (which is very, very sad and should tell SM something).
The hair room is like wrestling a very large bear (or at least a very strong and irksome monkey) and is something I won't even touch right now (tho I'd like to).
Oh, and Basicwiz? All dispersion does is tell the material how to change colors as it moves thru a material, sort of like a diamond does (all the blues, pinks, etc show up according to depth and angle of the light and the surface). The presets I mention (like those Luxrender uses) are simply a base material set up with all the real world properties, like metals. You then do what you want with the base metal material, rather than set the entire thing up from scratch, such as adjusting roughness (the amt of shininess and reflection and how big or how small), color, bump, and so on.
As for 64 bit...it's been around since we've had XP for crying out loud. Nearly every program comes in 32 bit (if you need it) and 64 bit (Blender, which is FREE comes to mind). How many of us on this site don't have a 64 bit rig and have for years now? I know I have ;). To me, 64 bit should not have ever been a "pro" features. It's rather archaic now to supply only 32 bit to vanilla Poser users.
Laurie
Instancing, so Poser users can enjoy their own version of "ecosystems" like Vue users. A wishlist item for me would be Stonemason's "Suburbs/Neighborhood" set, which has been in a holding pattern for a few years, to be released with realistic grass lawns, trees, etc.
I'd also like to see thicker dynamic cloth for simulations.
Quote - I don't want to have to link nodes anymore (but I think the option should still be there for the geekier among us...lol).
We could have something like the basic and advanced material room but the basic one being more capable.
I would like it if the material room got rid of the necessity to be a mathematician or physicist. Afterall we are, or trying to be, artists! lol
Quote - Resume render
Revamped material room based on accurate visual preview with sliders with numeric input and editable hidden node feature (a la Vue) and better functions (and editable functions) such as perlin noise, other diffuse models, etc. with ability to adjust by altitude (maybe some editable profiles). Perhaps some dispersion functions for things like glass and water. Also, the ability NOT to accidentally create garbage - smart nodes and materials.
Vastly improved emitter based lighting - IES files capable. What Poser 9/2012 provided was nice, but still needs improvement.
Material presets (editable with additional options) like glass, metal, Water, etc (a la Luxrender and others) based on real world models.
Improved hair room with better controls and finer looking hair (if you build it, they will come)
Improved dynamic cloth, perhaps cloth with thickness (Yes, yes, yes! Yes?)
Vector normal map support and improved tangent normal map support
*Particle system (not crucial, but nice)
That's all I can think of at the moment, but I'm sure I'll have more ;).
One more thing: 64 bit support across the board in all versions. In this day and age, 64 bit support isn't really a "pro" feature, but a necessity. We've had it now for years. Time to fully support it. Your competitor does - even for it's previous base version ;). Just sayin'...lol.
Laurie
I'll second everything there. I don't fully understand everything she said about the material room but I agree there has got to be an easier way for us to get realistic looking shaders.
A way to "comb" the hair into place would be nice. Start at the top and style it down to the end. (kinda like we do with our hair) And have it react better to other objects it the scene while draping.
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I'd like the scroll wheel to scroll the parameter list when the mouse is over it, instead of zooming the camera.
I'd also like an undo log that, if Poser crashed, could be played back from the last save to reconstruct the scene.
A less cumbersome way to turn figure IK on/off.
I like the idea of material presets, but have them be able to be studied and modified, unlike the current preset nodes, which are black-boxes...
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What I want is "talking" figures. Type a text, and the figures talk. Should be doable by PP-10. Digital voices have come a long way.
=> Detailed proposal went to SM some time ago.
See
http://www.youtube.com/watch?v=7W52TL9Akv4.
=> 3 good examples of about 10 minutes each.
Yes, a user friendy hair an cloth room. => Both are from Poser 5...
Certainly a end user controllable sort of "shrink to fit"in the cloth room.
Yes, error free and WELDED figures object files.
BB's env sphere and one Infinite light as default lights.
Get rid of some old Poser left-overs.
Materail room. => Make it impossible to connect anything into anything.
Only allow connections that make sense. => Some sort of expandable Flow-Chart with controllable options. But only with the nodes that continue to make sense.
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maybe this could be done with the new plugins structure.. but
calling a modeling app from inside Poser. not having it built in no, but being able to pass a figure out to a modeler, work on it, then bring it plus any added on models (such as clothes) back into the workspace near seamlessly... instead of mucking around with importing and hoping it works.. very much I suppose like the link to zbrush, but expanded for modelers like Wings, Blender, etc.
Oops. One more thing. It's time to ditch the old rigging and figure grouping. Go all WM and just one welded figure. If people wanna use their 13 year old content they can buy the previous version that will support it. This crap with versions having to be compatible with content that most of us haven't used in years is what's stifling Poser. Time to get with the times and innovate a bit ;). I'm not at all saying be like Daz. But I have to admit Daz has some good ideas and are willing to innovate, even at the cost of the old figures not being backwards compatible. I like that. It's moving forward, rather than running in place. Sometimes I feel that using Poser is like talking to someone miles away with two cans a string, long after the telephone has been invented.
Fireflaw needs an overhaul too. Why do we need three separate render passes when other programs can do it all at once? Really, most of Poser is a dinosaur. LOL.
Laurie
I'll second all of the above ..... plus:
Caustics!!! Sure, we'll finally get caustics capability with Reality 3 for Poser - but every other software that can use/consume Poser content can do caustics with their internal renderer except for Poser. Caustics aren't even the "new cool thing", it's been available in other renderers for a loooong time.
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My wish would be on the animation layers screen the ability to add just the items I want to that layer, instead of having every item present. This way if I have four figures in a scene then I could make a layer for each figure (or part of a figure like the hands) and not worry if I make a change to a light position or camera angle that it will be placed on the current layer and not on the layer for that item. It can take some time to go through all the layers to find a out of place key frame. Also a lock to prevent a layer from being changed.
As for the material room you might want to ask for some (a lot) of presets, however I would not want a system to try and second guess what I want it to do. Having a system that prevents you from making dumb mistakes is also a system that will not let you be creative. for instance if the shader is going to be applied to the skin a smart shader would say skin can be Tanish/Blackish/Yellowish but not Blueish/Greenish. Which would be great if you were doing a human but not so great if you were doing the Wicked Witch of the West (who is green).
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Oh, while they're at overhauling the rigging and figures they can remove the ridiculously small scaling ;).
Quote - however I would not want a system to try and second guess what I want it to do. Having a system that prevents you from making dumb mistakes is also a system that will not let you be creative. for instance if the shader is going to be applied to the skin a smart shader would say skin can be Tanish/Blackish/Yellowish but not Blueish/Greenish. Which would be great if you were doing a human but not so great if you were doing the Wicked Witch of the West (who is green).
That's actually not even close to what I was suggesting. A base metal with all properties but with the ability to change color, shine, reflections, IOR, bump, displacement, etc. see Vue's presets Actually Vue has many metal presets, depending on what you wanna do. And I never at all considered it cheating.
From the Luxrender wiki:
Metal 2 in an updated version of the original metal material. It supports rendering metals using measured data as well as custom colors or textures. See LuxRender Materials Metal2 Shiny metal is a generic polished metal. See LuxRender Materials ShinyMetal Mirror is the Shiny Metal material without the polish coat, it's a quick shortcut for making mirrors. See LuxRender Materials Mirror
Laurie
Content Advisory! This message contains profanity
Firefly and shadernodes are fine. even now theyre not even being used to 1/4 their potential by everyone but a small handful of devoted shader-gurus. more accurate rendering, or renderer improvements, would be a waste of dev 'focus' at this time when there are far more pressing issues to address. right now there are 3rd party renderers out there as options for the handful of people who are limited by the constraints of the firefly renderer.
the main problem that is holding back poser progress right now is clothing. the entire clothing system in poser is halfass bullshit. conforming is a fluke that was discovered by accident. all CR2 editing is a HACK. you basically have very patient content creators hunched over their comps editing text files and creating 50 JCMs in a piece of clothing just to have the end result still look nothing like what real clothing should look like. open your eyes to the fact that every single clothing utility and technique out there is nothing but an elaborate workaround/hack to a fundamentally flawed clothing system in Poser.
Poser progress itself is held back because any time someone releases a new figure, the moment the poser community realizes that it cannot easily use the tens of gigs of legacy V4 content that they are all tethered to they abandon it and go back to vicky.
the cloth room as it is is not the solution. the vast majority of the poser market are hobbyists and casual users that wont devote weeks to learning the ins and outs of a cloth room, nor should people be forced to set up and run 30 frame 'simulations' just to get clothing to fit a pose.
this is how clothing SHOULD work in Poser:
you load your base figure
you load your clothing item. if it has a fit for the base figure, great. if not you can use the morphing tool right inside poser to quickly morph it closer.
you select the clothing and hit a big user friendly 'Cloth' button. a prompt pops up and asks you to select the target figure, you select Figure 1.
from this point on the clothing follows the movement of the target figure. pokethrough is handled automatically with collision detection.
this is all that a basic user should need to do to get a figure clothed. ADVANCED users/vendors can then further customize and tweak the dynamic properties of the clothing to improve it, and share these tweaks/settings in some distributable format.
this is what Poser NEEDS for progress to continue. people who lose sight of what Poser is made for will ask for things like 'accurate caustics' in Firefly, 'particle generation' or some such silly thing. Poser is designed for figure posing/animation and the fact is that its 2013 and there are several things that have not changed or improved in over a dozen years: Poser clothing is still a hack that results in substandard results, and we are still using transmapped hair that requires massive postwork and doesnt even look remotely real.
do a Google search for 'Nvidia Hair Demo'. look at the screencaps. look at the videos. that has been possible in realtime on Nvidia cards at >30-60 frames per second since 2009. i would give my left nut for hair like that in Poser, even if it takes me 60 minutes to render just ONE FRAME. transmapped hair is another joke that should have been abandoned long ago, but the hair room is again a mess - even experienced users devoting months to learn it are getting less than impressive results with it. it needs to be overhauled and made much more streamlined and user friendly.
3/4 of the hair on the market right now looks no better than Kozaburo's freebie hairs from 2000. now i dont mean to insult hair modelers - they are doing their best with what they have. NOONE except game modelers limited by low-poly constraints use transmapped hair anymore -- yet here we are trying to create cinematic quality stills with it.
setup room:
merge figure option. an option to work on one or two bone groups at a time without having to BONE all in one go.
i would luv some joint type presets to add between bones via the library. abducting joint, etc.
ability to save progress in setup room without having to leave the room.
library:
an option for actual size thumbnails. like p7 has.
hair room:
fur, a better way? curves vs segments?
http://renderman.pixar.com/products/whats_renderman/4.html
material room:
i would luv a text node, to easily add text to a bubble or cube.
misc:
a morph tool that's not a brush. ability to select verts, not necessarily next to each other, and move them in x, y, z with a parameter dial.
collision sound effects for exporting with animations, like foot steps. clap sounds.
a few royalty free background muzaks for poser animations.
export to animated .gif option.
ability to specify the appdata path to store preferences between sr's separately.
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Quote - > Quote - however I would not want a system to try and second guess what I want it to do. Having a system that prevents you from making dumb mistakes is also a system that will not let you be creative. for instance if the shader is going to be applied to the skin a smart shader would say skin can be Tanish/Blackish/Yellowish but not Blueish/Greenish. Which would be great if you were doing a human but not so great if you were doing the Wicked Witch of the West (who is green).
That's actually not even close to what I was suggesting.
Laurie
From your first post
Quote - Also, the ability NOT to accidentally create garbage - smart nodes and materials.
and a quote for Vilters
Quote - - Materail room. => Make it impossible to connect anything into anything.
Only allow connections that make sense. => Some sort of expandable Flow-Chart with controllable options. But only with the nodes that continue to make sense.
between these two requests you and Vilters are asking for a system to lock you down and not "create garbage". A computer is great at many things, however knowing what is right and wrong is not one of them. A computer can only follow a set of rules. The problem is "garbage" comes in many forms and is easy for you and me to spot but next to impossible for a computer because the "garbage" is technically correct just used in the wrong context. In my example people should not be green or blue because in real life a blue or green person is wrong or "garbage". How is the computer suppose to know that a green person is not garbage?
The first part of my quote says that what you really want is a bunch of presets. Since most parts of a node are animateable then you should be able to have a dial on the figure once you apply the node to the figure and dial in what you want.
Are there no python scripts that present a palette of colors to apply to an object?
Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13
Dynamic support for two-sided cloth would be my big wish for the cloth room. And I really wish the hair room could be impoved. Some have had success with the styling tools, but I am foiled every time I try them. :lol: Steers like a cow!
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.
A motion capture module using Xbox Kinetic
better way to add and delete morphs from a model, so we can select several morphs once time to delete them.
Support for more figures in the Dave room
Quote - > Quote - > Quote - however I would not want a system to try and second guess what I want it to do. Having a system that prevents you from making dumb mistakes is also a system that will not let you be creative. for instance if the shader is going to be applied to the skin a smart shader would say skin can be Tanish/Blackish/Yellowish but not Blueish/Greenish. Which would be great if you were doing a human but not so great if you were doing the Wicked Witch of the West (who is green).
That's actually not even close to what I was suggesting.
Laurie
From your first post
Quote - Also, the ability NOT to accidentally create garbage - smart nodes and materials.
and a quote for Vilters
Quote - - Materail room. => Make it impossible to connect anything into anything.
Only allow connections that make sense. => Some sort of expandable Flow-Chart with controllable options. But only with the nodes that continue to make sense.between these two requests you and Vilters are asking for a system to lock you down and not "create garbage". A computer is great at many things, however knowing what is right and wrong is not one of them. A computer can only follow a set of rules. The problem is "garbage" comes in many forms and is easy for you and me to spot but next to impossible for a computer because the "garbage" is technically correct just used in the wrong context. In my example people should not be green or blue because in real life a blue or green person is wrong or "garbage". How is the computer suppose to know that a green person is not garbage?
The first part of my quote says that what you really want is a bunch of presets. Since most parts of a node are animateable then you should be able to have a dial on the figure once you apply the node to the figure and dial in what you want.
Are there no python scripts that present a palette of colors to apply to an object?
Well, of course you'd still be able to make skin green. Or blue or purple. And you are missing what I'm meaning with the presets. But I'm certainly not gonna argue about it.
Laurie
“Revamped material room based on accurate visual preview with sliders with numeric input and editable hidden node feature (a la Vue) …”
Hey, I want my royalty payment ÷)
“Having a system that prevents you from making dumb mistakes is also a system that will not let you be creative.”
There’s no reason that should have to be the case. I don’t think anyone would want to implement a system that for instance limit your choice of skin color. The smart way to do it is to have a switch to turn limits on and off. The system could even serve as a learning tool. It could explain why what you were trying to do wasn’t necessarily a good idea. Now such a ‘Smart Node’ system might be overly ambitious in the short term, but the style of interface that Laurie suggests is IMO a winner – I’ve been saying that for a long time. The aim of a more user friendly interface, whether it be for materials, dynamics etc. is not to rob the advanced user of any capability. It is an alternative. Having the ability to start at the shallow end and go further if one as feels comfortable or more ambitious will , IMO, encourage people to explore the more advanced options at their own pace, rather than being thrown into the deep end. AT present, the alternatives are the kiddie pool or the Marianas Trench.
I agree with everything Blackhearted says. I don’t know if he is suggesting cutting the cord and getting rid of backward compatibility entirely. That might be a long range goal, but the investment people have in ‘legacy’ content is too big. Requiring people to abandon that or try to juggle different versions is I think a bad idea. If the new tools are good enough, people will make the transition anyway.
The big question is how much will it cost and how long would it take to implement these things. Perhaps the new plug-in architecture would make it possible to add hooks for some of the great 3rd party utilities that are available for other applications, rather that try to build it into Poser. That would also allow people to decide whether they wanted to invest in those tools. It would also mean that if some great new advance comes up, the guts of Poser wouldn’t have to be rewritten to take advantage of it. Maybe it would be possible to add integration with Blender for things like fluid simulation etc.
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Another good thing would be to get, export, a list of morphs of a figure ordered by body parts. ( in a txt file for example)
About the pose with kinetic, it will open a new world in pose, more in animated poses than static. will convert pose in a next level animation tool.
Possibly related to Volumetrics, an overhaul - or better yet, a rewrite - of Poser's Atmosphere system. In its current state it can do useful things, but the render times for something so mathematically simple are ridiculously long.
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Getting rid of the ability to use your old content is the worst mistake they can make for the next version of Poser. I use new AND old content all the time.
Having the ability to convert clothing on the fly to different figures as Blackhearted mentioned would be great if it is better as the shrinkwrapping method, maybe by having parameters to define how it should behave on the different bodyparts
My personal favorite addition would be to have a new animation room where the workflow is improved with new tools and improved editors
Wim, I agree.
I am probably the only one left never using a "V" or a "M", having zero point zero content for them as well.
But most end users have tons and tons of content for ***** dollars for V4/M4, it would backfire if this could not be used any more.
For new figures and or rigging or clothing system, that is something else.
I agree on fully welded objects, WM figures and WM clothing.
An automatic autofit system, that continually follows the figure withut having to run a cloth sim all the time.
And yes, an updated animation system with text to speach for the figures.
See virtual assistent Denise on tube you. :-)
By PP10 ? Quality of digital speach will have improved also.
Certainly after the Poser heaven/disaster, the future of V4 is looking better and better and better.
Or???
SM has to come with a lightning strike figure in Poser 10 to push V4 off her throne.
But where can SM get 4.000 support items to launch the new figure with????
Not a huge bundle of support items at launch? => Figure dead at birthday.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Then when? When are ppl willing to untether themselves from more than a decade old content? If they don't, that may make the current users dance in the streets, however, the new potential users may just go strait to DS (as well they should - better tech). Other than a few things like SSS and the added weight mapping (which few are using, admit it), we're still using Poser 4 tech.
Sure, Poser stuff is a huge investment. But you REALLY never expected it to work forever, did you really? I mean, it's software. Frankly, I'm amazed at how much STILL works. I expected it to go the way of the dinosaur long before this. I still wish it would ;). There are bigger and better things out there than the crippled figures and clothes we've always fought with. But I guess with so many ppl that can't see the forest for the old figures, I guess we won't see it. That's about the only thing thing (other than a few bread crumbs here and there) that any owner of Poser at any given time has ever listened to, that "the old figures and content must work into perpetuity". I don't think that allows innovation, really ;). It's an observation and an opinion, noting more ;).
Laurie
Getting that clothing fitting system working for all figures would free up a new world of freedom for figure creators. In that case there would not need to be a single all purpose figure. Wardrobe Wizard and Crossdresser already do this, but it needs to be more integrated and part of the conforming/draping system. A bit like the transfer tool in DS, but much better and usable for all figures. But that is going to be very hard to achieve (for both WM and traditional rigging).
In the ideal world a figure modeler would create a new figure and automatically have all clothing fit and a clothing modeler would have its clothing fit every figure. This would also open up niche markets because the potential user base gets larger (usuable for all figures)
Quote - Then when? When are ppl willing to untether themselves from more than a decade old content? If they don't, that may make the current users dance in the streets, however, the new potential users may just go strait to DS (as well they should - better tech). Other than a few things like SSS and the added weight mapping, we're still using Poser 4 tech.
Laurie
Studio still runs most (if not all ) old content - they just change file formats every other version. I disagree about better tech, they have implemented new technology - as did Poser. Which is better depends on what you want to do.
I can say a lot about other things here, but I have no intention of disrupting this thread
Quote - > Quote - I'd like the scroll wheel to scroll the parameter list when the mouse is over it, instead of zooming the camera.
it does, just click on the tab/window first. :)
Wow, you're right. I don't need Poser 10 now! :biggrin:
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."Quote - > Quote - I want a MAKE ART button and an Alan Alda morph for any male character built in.
Seriously, though.... I don't know enough about Poser to know what I want...
The MAKE ART button already exists - it is in WW.
Well, now I don't need Poser 10 either.... ;)
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
I've spent the last 6 years scrounging for freebies, sales and coupons because I have almost no money to spend on poser. I have amassed almost 50 gigs of content. I still use content from p4. I convert it to a modern figure, add an updated texture and it doesn't look half bad. I know there are other people in the same boat. How about instead of asking people to abandon their thousands of gigs (and dollars) worth of old content (think about the outrage), have a converter. Whether it's a script you run on a folder in your runtime, or it's something that runs in the background like the dson thing does. It can update rigging automatically and convert old shaders to the new proper system. Maybe it can even subdivide stuff as needed.
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I use Poser 13 and win 10
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Resume render
Revamped material room based on accurate visual preview with sliders with numeric input and editable hidden node feature (a la Vue) and better functions (and editable functions) such as perlin noise, other diffuse models, etc. with ability to adjust by altitude (maybe some editable profiles). Perhaps some dispersion functions for things like glass and water. Also, the ability NOT to accidentally create garbage - smart nodes and materials.
Vastly improved emitter based lighting - IES files capable. What Poser 9/2012 provided was nice, but still needs improvement.
Material presets (editable with additional options) like glass, metal, Water, etc (a la Luxrender and others) based on real world models.
Improved hair room with better controls and finer looking hair (if you build it, they will come)
Improved dynamic cloth, perhaps cloth with thickness (Yes, yes, yes! Yes?)
Vector normal map support and improved tangent normal map support
*Particle system (not crucial, but nice)
That's all I can think of at the moment, but I'm sure I'll have more ;).
One more thing: 64 bit support across the board in all versions. In this day and age, 64 bit support isn't really a "pro" feature, but a necessity. We've had it now for years. Time to fully support it. Your competitor does - even for it's previous base version ;). Just sayin'...lol.
Laurie