Here are a few different paint materials (FStorm + 3ds Max). The configurations are similar in that there’s a base layer + 2 flake layers (turn these on/off and adjust colors as needed) + clear coat layer. Within each of those materials are procedural shaders and some bitmaps to break up colors, gloss, and add bump/roughness.
This was an attempt to create a hologram type material in FStorm using some nested falloff maps. I’ve placed the file on my server HERE if you’re interested in deconstructing it.
Here’s a quick test animation using Kantemir Bitokov’s Bugatti model in iray+ / 3ds Max.