1. animatable tolerance function for the dirt node (you can do it in realtime but not if you will animate this function over time)
2. animatable negativ height parameter for the displacement node (at time you can only animate in + up...not - down (under zero meter...for that you must invert the hight map to become that effect)
3. gradient texture2 node with integrated meter scale to define more exactly color gradients in XYZ
4. procedural input for the displacement node
5. a higher level of detail for the displacement node (more than 8192)..a 4 point poly with 8192 need 600 mb in vram...so i think we can go higher with that resolution about subdivide the root mesh...

snip lwguru