The user has a problem where rotating a Solid Edge sheet metal part will show changing face colors.
When turning the model we will see different face color displays.
When rotating:
The user does not want to use the View Style - Rendering "High quality*" and "Physically based rendering*" settings in order to get a better performance - even though with these options activated the behavior cannot be observed.
SolutionIn this case, the issue is with the definition of the face style that is assigned to the sheet metal file.
Specifically the shininess value is set to zero (0.0) which can cause traditional OpenGL renderings to incorrectly render specular lighting. This is a longstanding issue with the OpenGL fixed function pipeline and the UI makes no attempt to prevent the user from selecting that value.
Solid Edge does not deliver face styles with a shininess value of zero and it is the responsibility of the style author to choose appropriate settings for various rendering workflows.
Since this is a custom face style, the solution is select from the Face Style option a more appropriate yet non-zero shininess value (e.g. 0.01 would be a good choice).
Set the Shininess from 0 to 0.01 and the sheet metal part will appear more as expected.