Try this - (in a temp scene or copied objects of ocurse):
- in 'advanced options' tab of the material, change 'anisotropy orientation' from local axis to UVW
- now apply a UVW mod in box mode to *all* affected objects so they share the same UV space
- make sure to use the same UV channel for both the anisotropy orientation and UVW modifier.
If the problem goes away, it means the objects have been modeled in different local axes. This happens when you start modeling one wall in the left view, another one in front/top etc. The local axis of these objects will be different and since anisotropy treats each one differently each object will reflect differently.
By using UVs as anisotropy orientation *and* making sure all objects have their UVs defined the same way by using a UVW modifier, it should render the same for all objects.
A good addition for the physical material would be to have a user 'reference node' for anisotropy orientation, that way users wouldn't have to worry, the specified reference node would then be used as axis reference for all objects using that material.