This page provides information about the Metallic material in V-Ray for Revit.
The Metallic material does not need any additional layers. It is set by removing the V-Ray BRDF layer of the Generic material and adding the PBR material as a layer. It is specifically designed to enable a PBR-based workflow of creating a metal material.
Applying the PBR material as a layer provides flexibility in creating advanced materials.
For detailed information on the V-Ray metalness, see the "Understanding metalness" article by Christopher Nichols.
Color – Specifies the color of the material. In areas where the Metalness is 0 (black) this color represents the diffuse albedo. In areas where the Metalness is 1 (white) this color is a reflection filter.
Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). Note that any intermediate value between 0.0 and 1.0 does not correspond to a physical material. This parameter can be used with PBR setups coming from other applications. The Metalness texture map should be considered a mask between two different types of materials: dielectric or conductive. RGB map should be used with this option. If a Bitmap texture is slotted its color space must be set to Rendering Space (Linear).
Roughness – Controls the sharpness of reflections. A value of 0.0 means perfect mirror-like reflection. Higher values produce blurry or glossy reflections. RGB map should be used with this option. If a Bitmap texture is slotted its color space must be set to Rendering Space (Linear).
IOR – Specifies the IOR when calculating Fresnel reflections.
Opacity – Controls the material/layer opacity amount. A value of 1.0 makes the material opaque. Lower values make the material transparent.
The Reflection parameter is hard-coded to a value of 1 and therefore not displayed in the UI.
For all other material settings, see the Attributes section on Materials page.