It’s both a philosophical and practical question.
The way I would frame it is such: Do you/should you
A: Drive the family mini van (aka Resolve). Suitable for millions (literally), totally adequate for getting around and taking kids to work. You don’t have to be poor, you could also be frugal, or just don’t really care. Bill Gates is known to drive cheap cars and even mini vans.
B: Drive the Mercedes sports model or Tesla if you’d like (aka Nuke). Zippy, plenty of features. Does require some more driving skills so you don’t get yourself into trouble. Good for the 50-99% of the population.
C: Drive the Ferrari (aka Flame). Hand crafted. Generally need to know how to drive with a clutch and manual transmission (though there are automatics, a bit weird). Doesn’t fit into every garage. For the advanced drivers (or the rich people).
Puns aside, the comparison has a point. There are very few Flame artists in total, and they generally have significant tenure and experience. There are many more Nuke artists of all natures, and there literally millions of folks using Resolve.
You can do something meaningful in Resolve after watching 1-5 YT videos. It won’t be grand, but it serves its purpose. There are plenty of advanced features in Resolve and very senior artists use it every day for top shelf work. But they do so in well defined pipelines, and repeatable and predictable environments and products. They’re grading long form films rather than sending folks to the moon. Way fewer curve balls in that game than what might land on a Flame artist’s plate.
Nuke is much more advanced and does require more training. But it also simplifies critical aspects. Channel routing is more transparent. Studio aside, it’s shot work, the 3D environment is more tightly integrated with the 2D environment. Colorspace management has been simplified. If you need a few hundred Nuke artists, they’re easy to find and can do fantastic work at scale.
Flame is the one tool you want to be on if Adam Savage comes in the door after coffee. You don’t know at all what the day will be, and what requests come up. There is a way of doing it. It may not be the most elegant, it may be cost you a few hairs, but at the end of the day there will be smiles. That flexibility comes at a cost, and that is you need the experience to cross a minefield safely or time will not be extended. And as a results there are few of us, and Flame is not an early career tool. Because you do need to understand concepts like color spaces, bit depth, encoding, and more to survive.
That was a long pre-amble to answer your question.
The best way of looking at why Flame is the way it is, as best as I can tell:
First of all today’s Flame is the accumulation of several powerful tools that have all historical quirks. And Flame has done a somewhat adequate job at harmonizing them, but less than anyone else. I doubt Nuke always linearized it’s workspace in the early days (wasn’t a user of it back then, speculating here). But at some point they’re made wholesale changes and said ‘this is the new way’. Flame tends to keep all the antiques around, and hands you a few wrenches and dust towels to make due. The unwillingness to let go of the past is a nod to its senior artists, but also its achilles heel. As evidenced again in Sunday’s discussion on how many folks are still using antiquated color warper nodes among other examples. And the frowns when centralized configs came along.
It’s that same belief that I can find as the only reason for not harmonizing footage. The unwillingness to do any unnecessary step on the footage. The fear that an extra colorspace transform which does move bit values around at the risk of small degradations of the image, could be harmful to the end result. Thus we only tag color spaces, and do one final transform at the end (unless forced and we understand the implications).
[separate tangent] This reluctance to translate pixels for color is at interesting odds for a propensity of every Flame artist to stabilize / unstabilize for various tasks, which due to its need for filtering is vastly more destructive to pixels than any unified color pipeline would be. [/end tangent] (see @ytf point on that below)
Having laid the ground work for actually answering your question (if you’re still reading):
I believe simplifying workflows and reducing the land mine count is good for any artists - junior or very senior. Everyone makes mistakes, everyone needs to move fast. Unless there are substantial reasons or severe penalties, Nuke’s approach is preferable over Flame. And Resolves’s approach (choosing color philosophy during project setup beyond just OCIO configs) maybe the right middle ground if you need flexibility.
In the past our hardware limitations may have warranted skipping unnecessary color space transforms, but that’s no longer the case. A color space transform is at most a 3x3 matrix for the primaries are some basic log functions for gamma. Not a heavy lift on today’s systems.
As outlined, you can do all of that in Flame, but it requires setting up a more rigid pipeline (Phi’s Logk Projekt might be a vehicle) and then adhere to it. The anti-thesis of Flame work, though also exists in different shapes in many shops.
The tool won’t necessarily constrain you, so it comes down to significant discipline, that may get human push back or get bent in the heat of battle.
But yes, I think working in an ACEScg workflow, not necessarily through caching, but just in real time by setting up your media nodes with the right color management is the way to go. Then pair it with the appropriate storage encoding (to solve the int vs. float discussion), and survey the nodes you’re using and discard any that are not suitable for a linear workflow or that don’t support 32bit processing (if you choose that). I suggest 16fp is adqueate for most work, but 32fp is not unreasonable for premium work.
And I find that Flame’s secret weapon is that it’s the only top shelf tool that allows you to work in a timeline and do shot work in an integrated workflow. I almost always setup my timeline and then escape to batch groups where called for. It’s a brilliant set of tools that has no limits.
It’s superior to Nuke Studio by a mile, and because of it’s open clip, connected conform, and other advanced workflows remains superior to Resolve, which does come a bit closer than Nuke to this.
And there may be other helpful color spaces to consider. Baselight has some interesting T-Log spaces, and has made a new color space as part of its look dev tools that has a lot of promise for the modern visual craft.
All that said, we should encourage our colleagues to let go of some legacy, and we should continue engaging with the devs to evolve Flame in what are yet better ways to work - for processing, storage, and color management.