Blender features I’m personally looking forward to the most are:
- Sculpt Mode improvements, particularly a perfected OpenVDB Remesh modifier implementation, putting it on par with ZBrush Dynamesh (but non-destructively).
And a really effective quad-poly auto-retopologizer like ZRemesher would be a true game-changer for Blender.
- Eevee and Cycles improvements:
I think Eevee requires too much hassle at the moment, having to fiddle with separate objects for GI and proper reflections, and adjust a heap of rendering, material, lighting and shadow settings. I’d love Eevee to become more straightforward, like Marmoset Toolbag.
Cycles should become more optimized for GPU, like E-Cycles, and preferably get a bidirectional path tracer for better caustics and GI in difficult areas of a scene.
More procedural textures, such as a procedural scratches texture.
A (short) fur shader, like an advanced velvet shader. This would allow you to skip the elaborate and rendertime-intensive particle-generated fur route.
Everything Nodes, hopefully leading towards a Houdini-like non-destructiveness in modeling and other areas.
I still miss some essential modifiers from 3ds Max, such as a UV mapping modifier that allows you to easily and non-destructively assign animatable and transformable UV projections (spherical, cylindrical, box, triplanar, planar, etc.) to one or more objects.
More examples of desirable modifiers:
- Convert To Mesh modifier, so you can keep adjusting closed curve shapes or metaballs, non-destructively auto-convert them to a mesh, and add mesh modifiers on top.
- Curve To Mesh modifier (so you can non-destructively auto-convert a curve to a mesh and add subsequent mesh modifiers).
- Cap Holes modifier (would be great to auto-cap meshed curves), ideally including cap shapes, such as rounded.
- Lattice modifier automatically creating a fitting and locally oriented lattice, also around a vertex selection in Edit Mode.
I would love as many modifiers as possible to have their own automatic influence cages and center pivots, in stead of having to separately create and assign a dummy object to a modifier.
- An object creation mode like 3ds Max Autogrid and ZBrush Insert Mesh, enabling you to easily create new objects on the surface normals of existing objects.
Now let’s hope that one or more of these wishes might reach Blender developers. And you’re welcome to discuss.