An increasingly interesting toy since 2.80, but it'll take a killer-feature to tear a studio or artist away from their tool of choice. Houdini for FX is still unmatched, Maya for character animation is still unmatched, ZBrush for sculpting is still unmatched, and so forth. As of this writing, Blender does each of those increasingly well but not as well, and certainly not well enough to warrant a transition.
That said, ZBrush started as a really good hobbyist tool and grew from there. I wouldn't be surprised if Blender took a similar route.
I'm just starting to learn Houdini, but with the OpenVDB support in Blender it seems like the most elegant workflow for someone without existing experience is run simulations in Houdini and then just export the volumetric data to Blender and work with it there.
The reasoning included the part where they can simply sponsor features earlier for specific needs.
EDIT: I actually haven’t tried Max or Maya, but then again, I haven’t needed to. Blender’s feature set has been perfectly capable for my needs and use cases.
https://www.blender.org/user-stories/visual-effects-for-the-...
https://www.reddit.com/r/IAmA/comments/5rvwo2/we_produced_th...