I have what I feel is a pretty straight forward material that is a wood plank floor. There is no fresnel or anything that would impact how the material looks at a certain angle but yet, as you can see in my attachments, the same material on two different planes has a different color and reflection quality.
I think if you unplug the normal map, it will go away?
I thought it was one of the maps as well but I stripped all of the maps down to just the diffuse map and the issue remains. I even tried a different material and I still get the same issue.
Weird. And the planes are copies of each other?
Yeah, weird is saying it lightly. Another person on another forum just mentioned the reflection spheres in my scene. How I did not even play with these is beyond me. I guess I was just so focused on what I “thought” it was with the material/ lighting. I am going to play with reflection setup and see what happens.
I think if you’re using Lumen, those spheres have no effect.
I am not using Lumen as I am trying to build this for a VR build for someone to package for the Occulus. However, I do appreciate your comments. Good news is I figured it out and it absolutely had everything to do with the reflection spheres. I feel like such an idiot for not even checking these as it is so basic but whatever. The strange thing is that I have built scenes like this in Unreal before (mostly archviz so higher fidelity) and I have not had an issue with the reflection spheres but in this case, they adversely impact the appearance of the floor planes, especially when there is more than 1 in the space. I switched over to the box reflection in this space and it took care of the problem.
Glad you got there