After reading the book "Real Time Rendering 4. Edition", I've decided to give online pbr a try and i chose the GGX algorithm for the normal distribution function. The equation shown in this book looks like in this image:

Now, h is the half vector created from the light and view directions L and V respectively. X(nDotH)+ is 1 if nDotH is greater than 0, else 0. alpha-g is the GGX roughness value between 0 and 1.
My question now is the following: As far as I understood the concept of NDF and roughness, a high alpha value would mean that the (micro)surface is very rough, and a low value smooth. So, if I want to render a smooth metallic surface such as the body of a car, I would set my alpha to a low value such as 0,1. By doing so, the result of my D(h) is so low that the object cant even be seen. Am I missing something or did I not fully understand the value of alpha?
I implemented the NDF in MATLAB to analyse my results. I tried it with the coordinates of a cube placed at origin without transformations.
Given 2 coordinates (world space):
N = [0.0 1.0 0.0; 0.0 0.0 1.0] P = [-1.0 1.0 1.0; -1.0 1.0 1.0] L-Direction = [0.0 1.0 1.0] C-Position = [0.0 3.0 4.0] alpha = 0.1
Results:
D(h) for N1 = 8.6212e-03 D(h) for N2 = 1.7998e-02
As you can see, the values are so low, they aren't visible, specially for the first coordinate whose normal vector point straight up.

It's true that the numerator of the equation goes to zero.
But denominator too. And it does so more rapidly.
Taking, as an example,
n = h->dot(n, h)will be one. And if alpha is 0.1:If you plug that into your calculator you will get ~32.83.
So, as you can see, the whole equation doesn't go to zero.
Actually, if you calculate the limit of the equation as alpha goes to zero, the equation goes to infinity. Which makes sense, because when roughness is zero, all the normals are concentrated in a single direction.