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Now that we have established that you should consider metalness more as an on or off state, let's look at how to make the material work. Different materials have different IOR values and materials are either dielectric or conductive. Many users of PBR believe that controlling the reflectivity of an object should all be done through metalness values between 0 and 1, and that the Index of Refraction (IOR) value is a constant for all materials this is physically inaccurate. The term metalness, and the fact that it is a variable of 0 to 1 instead of state of 0 or 1, implies that there are different levels of metalness. What can be confusing is that a material is either dielectric or conductive there is no in-between state. When conductive materials are added as an option in the shaders this can make it easier for people to represent metals. If your renderer is based on dielectric properties then metals are generally interpreted by removing the diffuse and giving the shader a high fresnel value - generally much higher than what you would see in a physics book (more on that later). In physics, conductive materials have a different reflective property, which is why most people see them as very reflective with no diffuse property. Examples of conductive materials include steel, copper, gold - in other words: metals. Examples of dielectric materials include glass, plastic, wood, ceramic, leather and so on. Dielectric materials are insulators and conductive materials conduct electricity. There is, in fact, a distinction between two different types of materials: dielectric and conductive. ” So, let’s examine a bit closer what this term means. If you look in most physics books, you will not see any description of a material by its “ metalness. Most people know this as the addition of a variable called “metalness”. The main difference that the PBR shading model has over other physically based shading models, such as the one used by V-Ray, is how it describes reflections. Since memory resources are at a premium in the game industry, the PBR model has inevitably become very popular and very resourceful. It requires fewer variables - and therefore texture maps - to define a material.As such, PBR shading models became very popular for real-time rendering for two basic reasons: While real-time rendering shading models were not necessarily based on real physics, other ray tracers, such as V-Ray, have always been physically based. Some have also interpreted this as meaning that other shading models are not based on real physics which is wrong. The term “Physically Based Rendering” - or PBR - does, in itself, imply that the material definition used in PBR is based on real physics. The importance of metalness and why we’ve added the Metalness parameter to the V-Ray standard material to better support a PBR workflow in V-Ray Next.