In this chapter, we've taken a surface-level glance at a number of disciplines in Blender. Photogrammetry in Meshroom showed how other open source programs can assist a Blender pipeline. We set up examples of physics, hair, and smoke that can be further tweaked. We also looked under the hood at how to extend Blender's functionality with Python.
There are still many corners of Blender to explore. Combining Blender with live-action footage can be done through the compositor, movie clip editor, and video sequencer. Your models can be taken over to game engines including Unity, Unreal, and Godot. New features are added every day, whether it's new sculpting brushes, or controlling everything in Blender with Everything Nodes.
I can't predict where you'll take your next steps in using Blender to make great content. But I look forward to seeing it,...