
Blender is a free and open-source 3D modeling and animation software. It can handle the whole 3D pipeline, including modeling, fitting, animation, simulation, rendering, compositing, motion tracking, video editing, and game development. Blender is ideal for individuals and small studios who require a single channel and a rapid development process.
It is hands down the fastest modeling suite I’ve ever used. It has a steep learning curve to get to that point, but once you’re there it flies.
m9105826 on blenderartist.org – 2014
It is one of the most interesting 3D packs available and has undoubtedly the most active user community, as more aspiring and professional artists choose to conduct their work with it.
It has grown steadily over the decades and has become one of the most popular 3D tools available, with a large community of online users. Blender’s strength rests in its breadth: rather than specializing in narrow slices, it gives simple tools for every aspect of a 3D workflow.
Blender is Free

Blender is the only free professional 3D package capable of producing results equal to other 3D systems now utilized in the VFX, game development, and animation. It’s used by a lot of 3D artists nowadays because it’s free and so good. It wasn’t long ago that 3D artists considered Blender as 3D software for amateurs. But the tide appears to be turning as more and more professionals, particularly those who work for themselves as freelancers or make independent video games, recognize its usefulness.
Blender is not always entirely free because in the past, you had to pay a small amount of money to gain access to additional capabilities. It allows developers to continue working on it and improve it over time. However, this has all changed throughout the years.
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Isn’t Industry Standard
While Blender is useful in industries such as VFX and game production, It is not an industry standard even though recently we’re seeing signs that it is going in that direction. Blender, in general, has a long way to go because of other issues that will make it take longer.
For example, studio pipelines will change because once they choose the 3D software to use and develop specialized tools around it to make their production smoother and faster, it is difficult to change all of that and create a whole new line. Especially for large studios, they want their work done on time and with the best quality, and software is not their primary concern.

The biggest challenge for Blender in becoming an industry standard is customer support. Since artists in the studio frequently have critical inquiries about a problem, they need customer assistance to provide the answers within hours rather than days or weeks attempting to address the issue by themselves.
Constantly Updated
If you’ve been using Blender for a few years, you’ve probably known that every few weeks or months Blender will release a new edition that comes with improved tools or new tools and capabilities.
The people who work with Blender are great, helpful, and generally not as rude as those in other communities. I can talk directly with the development teams (and not just because I’m part of one), we get weekly status updates of the software as a whole and its progression, and most bugs will get ironed out within a week not “whenever the patch comes out”.
m9105826 on blenderartist.org – 2014
Most commercial 3D programs, on the other hand, are updated yearly. It is for anticipating because software development businesses must provide artists and studios with a compelling reason to continue using their software to show off their results in software development once a year. It is also beneficial to keep investors and shareholders pleased, especially when dealing with publicly listed firms like Autodesk.
Small Size
Blender’s size is another clear difference between it and other 3D programs. For the time being, most of them are a few gigabytes in size, whereas Blender is less than 200 MB, indicating a significant size disparity.
In general, open-source software is relatively light and portable since there is an emphasis on writing clean code compared to commercial software, which concentrates on functionality and user experience.
Open source development is driven by the desire to produce solid and elegant code that offers tools for people who use them daily and understand what they can take full benefit of.
Open-source

Blender was not only not entirely free from the outset, but it was also not open source. It happened at one of the lowest points in Blender’s history, when Ton Roosendaal, the man behind Blender, was about to lose Blender to investors back in the early 2000s. He had to ask the community to raise 100,000 Euros to its rights back from those investors, which led to Blender becoming free and open source from that point on.
Cover the Whole Pipeline

Many professional 3D software can accomplish various tasks required in a VFX or animation channel, but Blender goes above and above by providing practically everything appropriate to work on a VFX or animated film. Concept art, storyboarding, animations, compositing, and video editing are some of the things that Blender can do that other 3d software can’t or won’t do.
They even had a gaming engine, but it was deleted in Blender 2.8 since people didn’t utilize it as much as they should because there are free and powerful game engines like Unreal and Unity.
It didn’t makes money from you
Another significant distinction between Blender and other 3D software is that Blender is not a business that gets money from you because you use their product. There is a Blender foundation, which makes money by selling Blender-related items and development funds, but you don’t have to pay a dollar because it is a personal choice.
Exists because of the People

Blender, as explained previously, is not part of a company that sells software to its customers because it does not rely on software sales to fund its development. Blender exists and continues to grow as the many artists and studios that use it contribute to its development fund as a main source of income.
Since Blender being purchased in the early 2000s. Volunteer coders from the community have worked to improve Blender’s capabilities over the years. So that they can work faster and more efficiently and allow others to have a better experience working with Blender.
Reference source: InspirationTuts || Sebastian Tate || Zumolabs || Blender || Blender Artist || Eric Wayne