The issue you're confronted with is the typical thing that happens when two planes are at the same spot: The computer calculates the z-depth (the distance) of the polygon to the camera. Rounding errors will lead to the result that some polygons are more closer to the camera than others and vice-versa. Thus you're ending with a botched up picture.
tl;dr: Move one plane out of the other.
AC 24 [ger] | Win 10 | Developer of the GDL plugin for Sublime Text | «Furthermore, I consider that Carth... yearly releases must be destroyed»
Thanks for all the suggestions, they all worked on one wall but not on another. In the end i created a new profile wall with a tile backer and a finish surface for the tile, then SEO'ed that from the frame wall and it seems to work. Thanks again for the suggestions.
I thought I had this figured out but I don't. Is it possible for a texture to cause these issues or a rendering setting? Everything is perfect in the 3d window But i get this when rendered. The lower wall is a complex profile that i duplicated and changed the surface material. No issues with the lower one.