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PARALLAX GUIDE
Complex parallax, which is modified version of parallax occlusion mapping (POM), added in the ENBSeries 0.487. This guide will help you to understand how modify game textures to see this feature in your game.
Smoothness/Specular map is what you need to modify. By default it uses only red and green channels, leave them unchanged. Blue channel is not used yet, but highly recommended to keep it black, just in case of future effects put there. Alpha channel is height map for parallax. When alpha is 255 (1.0, white) then parallax is not activated and it's default state. Using height map with values 255 is not recommended.
Height map have the same standard as TES Skyrim uses, darker map is pushing down, brighter is pushing up. Gray value 127/255 do not apply any shift, so you can use this if need to stop parallax at UV seams. Same gray can be used to fill up holes of baked texture.
If you have issues with distortions when using parallax, try remap height to be below 127/255 value. If not helps, them most likely mesh have no enough triangles, so vertex normals interpolated too much. Using bevel tool in 3d modelling application helps.
If you are saving images in Photoshop, make sure in color setting of it Gray gamma is set to 2.2, otherwise alpha channel is written with wrong values and it's important for height map.