midhras wrote:Impossiburu! It's part of ENB now, so you'll have to learn to live with it. Changing some lighting and SSAO settings can reduce the effect though. Read back in the thread, as there's bound to be discussion of it somewhere.
Thanks for responding, midhras!
Unfortunately, with 500+ pages and counting, it is difficult to find anything in this thread.
If I switch from my config to a default config, the transparent effect goes away, but then everything looks darker/muddier and I lose everything I like about my config ...
The wounds are just a dead npc texture in Windhelm unfortunately.
As to transparent objects, I think someone suggested an iblurshadowmask fix (something along those lines--maybe defurredshadow?) in ini settings. Not 100% sure which one or what is best to put it to. However think it is related to complexindirectlighting (or at least it started again after reenabling it--set one of the shadows to 3 in mygames/skyrim ini and fixed it but could had been a fluke as transparency isn't always there).
I do 'know' (or at least in my experience) it's apparently a ssao or il (believe IL) based setting of some sort as never encountered till I reenabled them recently. Plus the transparant objects background are ssao lines of some sort when you look very close.
ENBSeries wrote:Why not to link temporary variables to adaptation properties? When preset is finished or just started new, it's easy.
Probably because of two reasons. One, what the fuck does that mean? And two, we don't do this for a living.
You know what I think would be useful? Night/day separation for ALL parameters.
eldyraen wrote:I do 'know' (or at least in my experience) it's apparently a ssao or il (believe IL) based setting of some sort as never encountered till I reenabled them recently. Plus the transparant objects background are ssao lines of some sort when you look very close.
THIS!
I disabled Ambient Occlusion and it completely fixed my problem. I did not want to do this, because a while ago I had done an A/B comparison with AO on and off and I thought on looked a lot better ... but with my current config I really can't tell any difference AND it completely fixes the transparent arm thing, as well as another issue with the player's arm where I'd see this weird kind of chromatic spotting ... all fixed now and my game looks and runs better.
I think I've made some great progress with my ENB:
The only downside for me is now the look of the skin in shadows due to the subsurface scattering. If I turn it off the skin looks normal in shadows, but the trees don't they are too dark. I think I've to try out a different body replacer or skin texture for my current replacer. I hope this will help a bit.
_________________ English isn't my native language
@Tywele - can you not compensate by upping the 'ambient' or lowering contrast slightly?... I did not know the Sub Surface values affected trees... I turned mine down to prevent odd skin tones.