Render Channels - separated passes With V3.2 you can choose between six channel options and combos. Rendering the diffuse and reflective components separately allows for greater flexibility when compositing.
Emitting Procedural Geometry And in case you missed last week's news...with V3.2 you can now Cast light from procedural geometry - such as hair, fur, grass or particles.
You can try these new features and more when V3.2 is made available in the public early build area within the next few weeks - so stay tuned for more news!