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Re:Blender 3.0 by mroche on Friday December 03, 2021 @10:09AM (#29430864)
Receiving a lot of funding from tech companies is not synonymous with being widely used within the M&E industry (can't speak for other industry verticals). That's on the studios and artists, not funders. Being an industry standard requires a certain level of entrenchment/integration/mindshare that Blender does not have yet.
Re:Blender 3.0 by bogwog on Friday December 03, 2021 @01:01PM (#29432988)
> Being an industry standard requires a certain level of entrenchment/integration/mindshare that Blender does not have yet.

In concrete terms, it means convincing universities to train students on your tools. Autodesk has the dollars to spend on efforts like that.

Re:Blender 3.0 by max48 on Friday December 03, 2021 @02:35PM (#29434253)
it also mean having high end plugins and integrating well with other industry-standard tools. That doesn't matter for home/amateurs users because you can't afford these tools anyway, but it does for studios.
Re:Blender 3.0 by cthalupa on Friday December 03, 2021 @11:34PM (#29438723)
Blender has been showing up in more and more professional studios, particularly in the gaming and media segments - I think it's still pretty rare in the ArchViz space.

Blender isn't THE industry standard by any means, but I don't think it would be a stretch to call it an industry standard. EA uses it for a lot of their concept work, Ubisoft uses it for their animation studio, it's the modelling tool at Infinity Ward, etc.

Re:Blender 3.0 by mroche on Saturday December 04, 2021 @01:36AM (#29439176)
From what I have read and people I've spoken with, the games industry definitely uses Blender the most out of Games, VFX/Anim, and ArchViz. But the latter two, not so much out of isolated pockets, and usually nothing past the modeling phase. I'm coming from the studio VFX/Anim side, so I'm biased in that regards to my viewpoint in adoption.