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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.

LNC

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(@bucket)
White Dwarf
Joined: 6 years ago
Posts: 9
Topic starter  

Mabula,

I am integrating OSC lights in APP 2.0b33.  Local normalisation correction is set to "no LNC" and the number of LNC iterations is set to 1.

So why does APP spend ages analysing the lights for the purposes of calculating 'LNC rejection parameters'?  I thought I had switched that off....?

APP LNC

 

 

Dave



   
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(@Anonymous 174)
Joined: 9 years ago
Posts: 5702
 

This can be a bit confusing indeed, but it's not the same as the LNC that you turned off. This is a rejection algorithm in the console.



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

Posted by: @bucket
↑

Mabula,

I am integrating OSC lights in APP 2.0b33.  Local normalisation correction is set to "no LNC" and the number of LNC iterations is set to 1.

So why does APP spend ages analysing the lights for the purposes of calculating 'LNC rejection parameters'?  I thought I had switched that off....?

APP LNC

 

 

Dave

Hi David @bucket,

LNC Rejection is Local Normalization Correction Rejection, this is one of the outlier rejection filters at the top of 6) Integrate.

If you set the integrate setting to automatic (which is default) then this algorithm is almost always used for outlier rejection. If you set integrate to average, then you can set the outlier rejection filter yourself. Please check this screenshot that shows that I use average integration with adaptive rejection with Local Normalization rejection enabled.

Integrate LNC rejection

Normally, the analyzing of LNC rejection parameters is very fast. Like less than 1 second per image in the stack. Is it much slower on your computer?

Mabula

 



   
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