Thanks @OmarEmaraDev for keeping things on topic. From the requests in this thread that I understand, here’s my opinion on feasibility.
Doable (of course not all of them, but individually).
- 4D noise
- Additional noise types
- Triangle, hexagon and similar patterns
- Vertex color node
- Improve ambient occlusion node
- Curvature node
- Vertex groups in attribute node
- Normal map node green invert
Possible, but design is not obvious and needs some work:
- Scatter texture node
- Numerical view (OSL has a trick for rendering text in shaders)
Would take too much time for GSoC:
- Adding color input sockets to the color ramp node
- Math expressions
- Multi-image node
Outside of scope of this GSoC:
- Asset management
- Compositor caching
- Re-rendering optimizations
- Texture unification
- Viewport modes
- Baking
Unlikely to be added to Cycles regardless of GSoC:
- General blur or sharpen filters (not possible to do efficiently at shading time)
- Access to previous / next pixels
- ReMap Node for remapping textures