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Ambient Occlusion & Sprite Alpha Fix


G1ng4

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After much tweaking and tinkering, I've finally managed to pull off a nice combo with ENB + Oblivion Reloaded (e3 version). Good, consistent non-buggy modern visuals that's also great for gameplay.

Though one problem has always eluded me and I can never find out if there is any possible solution going forward; a lot of post processing get's filtered out or blocked by 2d sprites alpha mesh.

I'm no mod developer, so to explain to the best of my ability: sprites for things like fires, light rays, spiderwebs, a few spell effects, etc. seem to be just a square mesh with an alpha channel and the texture drawn on top. This looks completely flawless without any graphics mods, but when post processing is introduced, especially ambient occlusion, the illusion is completely broken and the outline of the mesh is shown at certain angles.

Is it at all possible to fix the sprites, akin to cutting out the alpha part of the mesh (make them true two sided sprites....if that's a thing)? Or to somehow make alpha channels ignore post processing? (Oblivion reloaded shadows have an alpha setting for instance, which correctly casts shadows off of the textures that are drawn on top of the alpha channel)

 I wouldn't mind taking the task on myself. But I don't have any dev experience or education at all, and don't want to go on a goose chase without knowing if it's possible.

Thanks for reading.

enb2024_2_10_6_38_58.jpg

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