Are we talking about the same stuff here? cause things like QShade work fine for sprites and are generally classified as index painting.
You simply don't understand the added benefits, of which there are plenty (yes, that QShade doesn't provide). Things like multi-layer compositing, FX animation, blend modes, re-indexing a painting with more or less colors dynamically (auto-distributes the colors), better brush support (full photoshop brush options), adjustments support.
On the contrary, this is an area of image processing that I've extensively explored, and I've reread your post several times also; you may be mistaking obtuseness or bad communication for ignorance.
The separation of content for different color ramps is just sufficiently frustrating that I don't really care about those benefits, especially since many of those benefits are available without any special actions in other software.
QShade is what is generally relevant for sprites, though I'll grant that FX animation and certain complex light effects are exceptions.
Eh, I don't see why you have to go that far. For example, implementing it as a GMIC filter would allow it to be used in Krita as a layer effect.
and that's exactly what people have done.
Eh, no. I mean, that sort of achieves it, but it's crappy -- I don't consider it a real implementation. A proper implementation is needed, one that does everything with a single layer (colormap layer, with associated ramp info, and proper dither control).
I'm working on that.
EDIT: anyway, I'm probably getting too annoyed at what to others seems to be a minor workflow wart. Sorry for any offense caused.
« Last Edit: October 01, 2015, 04:30:00 am by Ai »
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If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.