I haven’t read all the replies in this thread so sorry if I am repeating something someone said already, but the video is mostly missing the most important point:
To many people, and especially large and high end studio, quality and efficiency matters.
Picking a software to use is not just a matter of checking off “does have” checkboxes.
1, The money saved by using free software compared to let’s say Max and its plugins is negligible compared to amount of additional money that has to be paid to for the artist’s time if he/she uses inefficient workflows.
2, Movie directors care only about visual quality. So VFX studios and high end freelancers have to choose not the cheapest piece of software, but one capable of outputting the best quality.
Yes, Blender has a lot of features in one, but:
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It can not do large scale scene assembly nearly as quickly and efficiently as 3ds Max (no proxies, no effective scattering solution like forestpack - don’t even dare to bring up scattering with particle/hair system, lack of proper layer management until 2.8, no proper material manager, etc…)
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It can not shade as efficiently as 3ds Max
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It can not sculpt nearly as well as Zbrush
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It can not simulate fire and smoke nearly as good as PhoenixFD or FumeFX
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It can not do fluid simulation nearly as well as PhoenixFD or Realflow
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It can not edit video as well as Premiere or Resolve.
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It can not comp as well as Nuke or Fusion
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It can not texture paint as well as Substance Painter or 3Dcoat
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It can not rig and animate as well as Maya.
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It does not have a single properly integrated rendering engine that can render interiors in reasonable time (lack of secondary indirect illumination caching)
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It does not have a single properly integrate rendering engine that has a proper toolset for integrating CG elements into a real world footage.
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Up until recently, it did not support Alembic necessary for most pipelines
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The GPL licence does not allow you extend it on C++ level without having to make that proprietary tool opensource. This is unacceptable for many studios, as they don’t want to give their advantage they invested a lot of money in to develop to their competitors for free.
Blender has a lot of tools that fall into a “good enough” category, but if you are high end freelancer or a significant VFX studio, you can not afford to be just good enough, and you can not afford to use just good enough tools, because using the best in class tools will ultimately come cheaper by saving you a lot more time. Once you reach certain skill and/or quality level, you can easily manage to make profit out of the investment into the best in class software, because you can utilize it to its full potential, and land a jobs that are paid by order of magnitude better than the “just good enough” jobs.
People often don’t realize how minuscule are the software cost expenses for the large studios compared to the expenses for employee salaries. Artists time is the most valuable commodity, so by giving them the very best tool to do the job, not the cheapest one, they can achieve a lot more with their time, so you ultimately save the money.
Of course I am not saying Blender is not mediocre at everything. For example, it’s one of the best modelers around, so for modeling specifically, I can easily imagine it paying off in a large VFX and game studios. I myself use it as a modeler these days, but I can not imagine ever using it for a large VFX scene assembly.