Specular illumination effects that depends on viewing direction vs. another geometry defined direction, such as direction of tiny hairs on velvet, or direction of grooves in a 'brushed' metal surface is piece of cake for the V4 rendering system. Furthermore, one can define anisotropic refraction, anisotropic reflection etc. RS3D handles the subdivision on rendering time allowing you to render surfaces with quality corresponding to millions of polygons. The same is also true for Subdivision Surfaces. An object or individual point can be mapped to any number of skeletons.
Any object can act as a skeleton.
The animation system of RS3D allows you to use any object as motion path with constant speed, automatic banking and many other options. For example, you can move an object along a nurbs mesh. By using hi degree nurbs curves, one can achieve very smooth camera fly animations. Constraints can be defined for all the three joint angles.