Celestial hemisphere:  Northern  ·  Constellation: Andromeda (And)  ·  Contains:  Andromeda Galaxy  ·  M 110  ·  M 31  ·  M 32  ·  NGC 205  ·  NGC 206  ·  NGC 221  ·  NGC 224
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M 31 - Andromeda in LRGB+Ha.  A Collection of Data over 2 Seasons., Andrew
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M 31 - Andromeda in LRGB+Ha. A Collection of Data over 2 Seasons.

Getting plate-solving status, please wait...
M 31 - Andromeda in LRGB+Ha.  A Collection of Data over 2 Seasons., Andrew
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M 31 - Andromeda in LRGB+Ha. A Collection of Data over 2 Seasons.

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Description

With the weather, along with copious amounts of wildfire smoke making imaging impossible in southern New England for the past month+, I decided to take all my data from my two previous attempts at M 31 and make a new project out of it.  What I did was carefully go through each sub-exposure from my original M 31 from back in Sept. 2021 and my latest rendition back in late 2022/early 2023 to select only the highest quality subs from each project.  Luckily, I did save all the individual subs from both projects, as well as the master calibration frames.  The only down side was that the RGB from 2021 was binned 2x2, making it difficult to use RGB stars only as the smaller stars looked very blocky.  Luckily, because I still had all the raw data, I was able to use 2x drizzle on the 2021 RGB stacks before combining them with the 2022 data.  

The higher quality of the subs used, along with better processing tools and knowledge has resulted in what I feel is my best M 31 yet, and I probably won't be trying a new rendition anytime soon... unless of course a supernova goes off in M 31, M 32, or M 110 anytime soon.  I hope you all enjoy and critique is always welcome!

Added 06/11/2023 - For those of you interested in the processing steps I took for this(all in Pixinsight), here's the most detailed write up that I can recall without going back to the history of the project file to get exact specs on each process.  Which isn't really important, because each image requires trial and error for most processes, and different values.  
  I first did the usual on all channels, dynamic crop, ABE(ABE vs DBE because the gradients were very manageable).  Then I combined RGB.  To the RGB I first ran the image solver script followed by photometric color calibration, then BXT with the "luminance only" and "stellar then non-stellar" boxes checked(took 30s 😉 ).  I then ran BXT, and then SXT(saving the stars only image to use for the final image). After that I worked on the luminance channel(which was already cropped and had ABE ran on it).  I first ran SXT, not saving the stars this time.  After that was BXT, then NXT.  Then came time to stretch the luminance, which I did in the same way as the RGB(see below).  Now that the L and RGB images were set, I then did continuum subtraction on the Ha.  After a few trial and error attempts adjusting the value of "S", I was happy with the result.  The formula I used was very simple: Ha(new) = Ha-R*S  I believe the value I used for "S" ended up being 0.13.  Once I had my Ha ready, I combined it with the RGB using the following Pixelmath formula: R: $T+B*(Ha-med(Ha)) G: $T  B: $T+B*0.2*(Ha-med(Ha))   After that I stretched the RGB with HT as you would with any other image.  I then created a lightness mask for the RGB to boost the saturation to my liking, then came a mask using the GAME script of just the core area of M 31, which I used a heavy convolution on(a value of 125 I believe).  With this I did two key things, one, I ran an HDRmultiscaleTransformation, which took a bit of trial and error to get right.  After that I used the same mask to bring down the brightness of the core using the RGB tool in curves transformation, while also inverting the mask to brighten the outer galaxy.  Once I was happy with the RGB, I used LRGB combination to combine the luminance with the RGB, which again, took a couple rounds or trial and error with the settings.  Once I was happy with the starless LRGB+Ha image, it was time to work on the RGB stars.  This was quite simple actually, and all I did was stretch and boost saturation to my liking(the initial run of BXT on the RGB before removing the stars shrunk the stars very nicely).  After that it was a simple matter of using the Pixelmath formula ~(~starless*~stars) to add the stars to the final image and viola!

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