I’m really of two minds on this topic.
There are a few obvious benefits to limiting the scope of any program or project, Krita included:
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Development resources are limited and there is a real choice to be made about what to focus on. Small teams (like Krita’s) have to consciously decide whether they want to create one deep system or many shallow ones. Bigger teams (like Blender’s, for example) have the resources to juggle more plates at the same time, but even then, development almost never scales linearly. On top of that, the minute you ‘advertise’ that your program is designed to do X, you’re also creating a new set of expectations about features and functionality, making it very easy to bite off more than you can chew.
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Code and user interface complexity are another factor; the more unrelated things a program does, the more unrelated code you have to write, and the more unrelated user interface needs to both exist and be understood by users. This problem tends to be exacerbated when you retroactively add a second unrelated system to a program that was designed to do one thing. Blender, again, is a program that can do a lot of loosely related stuff, modeling, sculpting, 3d animation, 2d animation, rendering, compositing, video editing, etc.–they’ve had to spend a lot of time, effort and money to make that possible, redesigning massive amounts of user interface and rewriting/restructuring a lot of code. The end result is great, but the learning curve is undoubtedly made steeper because of it.
So those are two (pretty big) reasons why it’s a very good thing that Krita is considered to be first and foremost a tool for digital painting and illustration.
On the other hand, in fact, Krita already does quite a few things that could be considered out of scope for a digital painting and illustration program. Strictly speaking, filters are not really central to a painting workflow, nor are vectors, text, or animation. Now, don’t get me wrong, all of things are great and I’m glad Krita does them and I hope we continue to develop them–the point being that, with a very narrow concept of what “digital painting” is, it could be argued that Krita could get away with doing a lot less than it currently does.
But here’s the thing, it’s really not good to have a narrow interpretation of digital painting like the one I described above. Why? Because digital painting and illustration is actually a pretty broad medium. You could pick 100 random digital artists online and discover that each of them is making something unique, with a different workflow and using different tools than the others. There is really no good way to know about every single workflow that currently exists, and it’s even harder anticipate future workflows.
Some artists just paint on a single layer with simple brushes. Others work in gray-scale values first and colorize after. Some artists might rough in scene perspective freehand, while others use assistants to build it, and others still extract perspective from a photograph of 3D render. A designer for entertainment or products draws and paints to convey and sell a concept, while illustrators are focused mainly on conveying feelings through a beautiful image. People who are making comics want things that are fundamentally different than people who are animating, and animators have different needs than storyboard artists.
So what am I trying to say here?
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Krita is already a tool for more than just “painting” based on the features that it currently has, and there’s really nothing wrong with that at all.
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There is no clean conceptual line between “photo editing”, “image manipulation”, “illustration” and “digital painting”. It’s all part of the same thing, in my opinion, and the tools that you need are going to vary, not based on the English-language label that we give it, but based on the workflow.
If sampling, perspective extraction, photo-bashing or collage is some part of your illustration workflow, then I think it stands to reason that some of the tools that you rely on will exist more in the realm of “image manipulation” than “painting”. I’m by no means a professional illustrator, so correct me if I’m wrong here, but I don’t think that workflows that rely to some degree on “image manipulation” are that rare, and they’re definitely worth considering as being not too far out-of-scope.