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2026-10-09 APP 2.0.0-beta48 has been released !

This is mainly a bug fix release for the reported bugs in beta47. In addition it has a significant User Interface performance improvement noticable when you need to process 1000s of images in APP.

2026-10-03 APP 2.0.0-beta47 has been released !

This is a very big release... many code optimizations/rewrites, many parts of APP are much faster and more precise, especially star analysis and registration are much faster ! Big mosaics will go much faster 🙂

And we introduce a new preview filter, which includes the new Adaptive Deep Sky Stretch and a General Levels Stretch, this has been long over due. The old preview filter (the panel on the right side to stretch and preview your data) has not been updated for a couple of years and it is a critical part of any APP session.

Adaptive Deep Sky Stretch or ADSS is a much more intuitive stretch algorithm. It is also color preserving (which is a great new addition in itself ! ) which means that the highlights are no longer bleached, color is maintained from the linear data while stretching. You can simply stretch your data using the sky background level and signal width sliders which work much easier and more intuitive. You no longer need to fiddle with the old complicated sliders with zoom buttons. All the zoom buttons for the sliders are made redundant. And you can enter slider values in the slider value fields yourself. I will make a youtube video in the coming days to explain and fully introduce ADSS. Once the video is ready, it will be highlighted on the forum.

RGB Combine upgrade !. The RGB Combine Tool has been rewritten mostly. The tool is faster and easier to use and most importantly, the Luminance slider to inject a luminance channel or channels into the RGB composite is now working correctly. It no longer bleaches the RGB colors. Combined with the new ADSS preview, you will get much better and easier great composites with great color! I will also explain this in a new youtube video.

Combining HOO with drizzle doesnt work

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(@digitaliz-se)
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Joined: 6 years ago
Posts: 115
Topic starter  

Extracting Ha and OIII from Optolong L-extreme works fine, but not if I do Bayer Drizzle.

It wont Align properly. Is it not suppose to work or is it a bug?

 

/Stefan



   
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(@mabula-admin)
Universe Admin
Joined: 10 years ago
Posts: 5468
 
Posted by: @digitaliz-se

Extracting Ha and OIII from Optolong L-extreme works fine, but not if I do Bayer Drizzle.

It wont Align properly. Is it not suppose to work or is it a bug?

 

/Stefan

Hi Stefan @digitaliz-se,

I think you mean that aligning the Ha and OIII stack does not work well when the stacks are created with Bayer Drizzle? The registration of the single frames for the Ha and OIII stack should not be affected by the Bayer Drizzle itself.

If aligning/registering the stacks does not work, you might have too much drizzle artefacts on the stars, preventing a good registration. Maybe you need to increase the drizzle droplet size a bit for it to work? Have you tried this?

Have you zoomed in on the stars to see if there are clear artefacts? Maybe you can show some screenshots of the data where we can see the pixels clearly?

Mabula



   
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(@digitaliz-se)
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Joined: 6 years ago
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Topic starter  

Sorry, 

I get this kind of result after if I use Bayer drizzle. Ive tried Doplet size 0.75 and Scale 1.5 as well as Dropley size 1 and Scale 1. Both will give me this strange result.

If I simply use the Ha-OIII Color algorithm and drizzle, everything works fine.

Here are the extracted Ha and OIII using the Ha-OIII Extract Ha and OIII

Dropbox Logo Dropbox File (Private or Invalid)

Dropbox Logo Dropbox File (Private or Invalid)

/Stefan

Namnlös


   
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(@digitaliz-se)
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Joined: 6 years ago
Posts: 115
Topic starter  

Ive tried seveal settings now. But in vain, but I think I have found a workaround. If I use the Ha-OIII color algorithm and use drizzle, then if I load the fits as a light, I can split the channels into RGB and then recombine them into HOO by using red channel as Ha and the other two as OIII. Not really the same, but yields ok results.

/Stefan



   
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(@wvreeven)
Quasar
Joined: 8 years ago
Posts: 2134
 

@digitaliz-se Good that you found a workaround. What is it that you hope to achieve by using drizzle in the first place?



   
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(@digitaliz-se)
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Ive found that drizzling is not just for making better star shapes, but also supressing noise in space.



   
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(@mabula-admin)
Universe Admin
Joined: 10 years ago
Posts: 5468
 

Hi Stefan @digitaliz-se,

Also happy to hear that you found a work around, but.... Just to make sure that I understand what is happening and it will work in the next release, can you upload your light frames and calibration masters here:

https://upload.astropixelprocessor.com/

username and password: upload

Please make a folder with your name and let me know once uploaded 😉 I will make sure it is fixed.

Mabula



   
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(@digitaliz-se)
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Topic starter  

@mabula-admin

Uploaded 



   
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