Now it might be a thing of the past, but there was a heavy-resistance to open source visual tools before 2017 in the CG industry in general. In the case that someone points at you saying "Blender is not industry standard", please show them how many open source projects RUN as standard tools to produce movies, games, educational applications and more with this link>>
Which is to say that many companies (such as Netflix) back in 2017 started to foresee the future, running tools that will have many advantages (too many to list them here).
In Blender we got "Normal editing" tools recently in 2018. Before that, it was a real pain to edit normals. I believe both factors as previously mentioned, have pushed the need to make Blender a solution to step up its game in 3d production and the 2.x era will end in 2021 opening the new road for Blender 3, with more techniques and tools than we would've have imagined when we started the NPR road years ago.
This, in short, is the reason why NPR work was very low and limited before 2017, contrasting with the monumental number of tutorials, resources and videos that we can find in 2021. In addition, a new mentality is required to continue evolving at the rapid speed that Blender continually grows.
It might be daunting at times to keep up with everything that's happening on Blender all at once, but rest assured that whatever tool you'll need for your work in an open source community is either being developed or is already published as an addon.
Thank you for being part of this fast-pacing-growing Blender community.
If you like non photorealistic render (NPR) anime style in Blender, I am happy to tell you we love it too.
Thank you for your support
-Pierre.
Eme Pluvio
2021-06-11 23:36:18 +0000 UTC