I don’t know, the everything nodes is a way of controlling the simulation, but that doesn’t change the quality of the algorithms doing the simulations.
While we will get a new particle system (hopefully a very powerful one) i am doubtful that they will also improve Fluid (smoke and fire) simulations.
What i am missing is the kind of fine control over the simulation which is present in Houdini.
Something like shredding and more complex turbulence’s and other methods to influence the velocity fields.
Without that it isn’t possible to do a proper pyro look development.
Like i said earlier, i can live without that in Blender, but then Blender has to support OpenVDB fully, not the half-assed implementation that is there now.
The other integration into commercial industry pipelines could be done via Pixar’s Universal Scene Description.
These are both open standards ffs, the fact that Blender Foundation is so lame when it comes to the integration of them is frustrating. These should be of very high priority, because that is what will make studios bosses turn their head and become enthusiastic.
These 2 formats are the missing link to success in the industry. With them studios can cut out the Autodesk-middleman.
Blender is used in the industry, but only in a very limited fashion, compared to Maya its still a handful of sand compared to an desert.