But what I see here now is disappointing—people who most likely don’t even have an understanding of the CG industry, real post-production, 3D programming, and so on, trying to push immature arguments. Discussions about whether Blender can have an "abstract Linux moment," or if it can be adopted by big players, lack depth and seriousness. It's just sad to see discussions at this level.
On the other hand, in the world of post-production, we face big problems with very expensive per-seat software from large vendors. We need solutions because even the best industry-standard software—not Blender—has bugs and lacks necessary features. Sometimes, small software projects build communities, push boundaries, and save you at the peak of a deadline, but they’re still not perfect.
You need to understand that Blender is young and has only recently started its own path. It's a very good tool, first and foremost, and it can offer much more if you’re a strong artist or programmer.
But it’s a tool that anyone with knowledge of coding or 3D programming can improve. You don’t need to pay for a license or deal with closed SDKs.
Sure, businesses build around stability, and Blender isn’t a first choice for many. Investors don’t want to make risky decisions. But very soon, we’ll see Blender integrated into pipelines alongside other tools. In the end, it will become the first-choice software for many tasks in the CG industry.
Over the last decade, I’ve seen different companies acquire solutions, integrate them into their own tools, and claim they "innovated"—but they often killed the original ideas and didn’t push anything forward. Most of the major advancements in the CG industry have come from open source or studios that made their tools available for everyone.
Just look at how many new technologies Autodesk has developed in the last decade: none. They just bought solutions or received them from open source.
Stop being narrow-minded and look at the bigger picture