Just a noob question here...
I was having a bit of spare time these days and thought, I'd play a bit around and build a little room with some random *obj's (mostly out of boxes, scaling them, turning them and all that ...).
Putting materials on them.
One HDR image for the environment and sun for getting the light into the room. Also, underneath each ceiling light, is a non-visible light emitter (the square, generated by the script of the plug in, to "create emitter from current light") Every light source is set to pure white. Except for the lights in the wooden column, in the back of the room.
While rendering, I noticed, that the floor material, which is basically just a glossy mat. with an image map of a wooden floor (by Viz-PPL) put on it, was/is so very "dominant" in the whole room.
The side walls, but even more so the ceiling, which are all in a light grey RGB colour, very much are getting the tint of the floor to them.
The noob I am, thinks, that this is "normal" behaviour, in the case of a PBR engine, but my *cough* "artists eyes" *cough* are telling me, it's to much for my taste.
Is there a way, to kind of reduce this effect somehow? Meaning, that the floor material (the reflections of it) won't "contaminate" or "flood" the rest of the room so much?