I’m having a really weird problem that I think is caused by reflections; I’m using a very low-poly art style, and have noticed that by default every interior floor has a very bright, soap bubble sheen to it. I think this is being caused by reflections, as the only way I’ve found to get rid of it is to place a reflection capture volume and turn its brightness to 0. Here’s a small sphere capture whose area displays the texture correctly, while the surrounding floor is bright and shiny:
So what’s the correct workflow to manage this? Should I just be placing box reflection captures everywhere, and turning them all down to 0? It seems like a waste of system resources to explicitly capture reflections just to null them out, but I’ve been messing with this all evening and haven’t found any other way to correct it.