I would like to see quite a few things but I try to keep it brief.
- Flakes: Now with the merger with Chaos Group, there might be a way to get those stochastic flakes. A normal flake shader would be fine too with irregularity, density, rim fall-off etc.
- Normal map in the specular/reflection channel: This ties a bit into the flakes topic but it would be generally useful to be able to break up specularity through a normal map's directions.
-Shadow-Side Shader: Everything that lies in the shadow. It would be nice to have a simple shader to be used as a mask. I really like creating planets and Sci-Fi stuff and currently, I have to rely on c4d's lumas shader in a colorizer in a layer as a mask. AO doesn't do the job.
- Emission map channel for volumes: Ties in well with the above
- Fade-out Radius in mm/cm/m for Volumes : The fresnel shader has to be readjusted if the perspective is changed. Also, a curve would be excellent to control it.
- Diffuse Roughness Slider
- Ptex Support