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> I am pretty sure it will become industry standard at some point.

I remember people saying this in 2004.

Blender is widely used in "the industry" (whatever that industry is). What is has really accomplished in terms of "the industry standard" has, from my POV, been preventing a proprietary system from becoming the standard. That's what happened in the DAW space, where ProTools was the industry standard, and it has taken 20 years to get to the point where that hegemony is no longer as solid as it once was (thanks, Ableton!)

There are several different choices for all the things Blender does, but the existence of a FLOSS tool that does them (and does them well) prevents any of the proprietary ones from being "the one".

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You are right, Blender doesn't just serve one industry.

I had the movie industry in mind, because it demands the largest set of Blender's features. I believe Maya still has/had the edge in animation and particle stuff. Though, AFAIK the main reason is integration and custom tooling built on it, which makes switching to Blender less tempting than sticking up with license fees... which are rather negligible compared to overall operating costs.

I believe, Blender is creeping in with smaller studios, especially anime/cartoon kinda stuff.

I think one of Blender's biggest assets is its wide creative tool set. There is even a useful video editor included. Honestly, it's not far off from being the swiss army knife of digital creative work, a creative operating system. Maybe we get a DAW too at some point :D Anyway, I think that's why Blender will dominate. Anyone starting out got everything they need for "free" (with a consistent UI you only have to learn once), but they still won't outgrow the software professionally either, now. That's totally unique.

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For the DAW tool, just run Blender on top of JACK/Pipewire and use Ardour to get sample-accurate synchronization between the two, and all the features of both, without compromise.
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