Top work again LarsSon mate.
Here's my tests and material settings for what I feel is the best one I've created. (Quite possibly not the best that M~R can produce.)
4 BSDF layers, 2 with weightmapped & thickness controlled coatings. Each bsdf, has a single 2000x2000 normal map, created by me using Max & Blender, which is then tiled for the object.
Each coating has it's own thickness map, one is the invert of the other, with a range from 100-100000nm.


2 BSDF layers, one with Normal map for flakes, other with thickness controlled coating:-


Improved maps for flakes, methods as before but with a few tweaks:- (Tell tale signs of normal maps in use, are these shadow edges.)


Final so far:- Removed all normal maps and used weightmapped/thickness controlled coating & bsdf layer method.
Also added inverted coating map for roughness map. (Intended to help with the sparkle of the flakes.)
2x tiling for flake map:-.............................................................................................The same but with 3 x tiling for flakes map (Different HDRI):-


And 5x tiling for flake map:-
Settings for one above:-
The top two bsdf layers could be weightmapped, as in my earlier tests, for a more dappled/two tone effect between the colours. I used 15 & 35 as I started with 30 & 70, to help the flakes layer mix better.
I'm currently re-rendering my Enzo model, with the paint in the final two tests shown above. I'll post this today.
Tim.
http://emp3d.com
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