The commercial Autodesk apps still dominate, as do Maxon apps like C4D for motion graphics and zbrush for sculpting.
The big problems are that license cost doesn’t outweigh the pain points. In production I can get support from Autodesk for specific bugs without rediverting my production resources to fixing it.
Blender has no C++ API and even the Python api is not stable version to version. Studios live by maximizing their competitive advantage and that takes the form of extending the DCCs with custom pipelines and high performance plugins. With blender I’d have to maintain a full fork.
Also blender’s ghost UI system is significantly worse than Qt. It also means I can’t share the Qt tools I built for the rest of the apps with blender.
And while Ton was still CEO he heavily told studios he didn’t want their business. He believed blender shouldn’t be part of a pipeline but be the whole pipeline. These were his explicit words in a presentation blender gave at SIGGRAPH.
For background, I was a lead engineer in the film industry and still am quite involved with industry development while also contributing to blenders code base. My partner also works for one of the big animation studios.
I think blender is great and it’s seeing adoption professionally but there’s a lot of fundamental things that need solving before it displaces the current status quo DCCs.