I ended up modifying the Chaos Group flakes shader to add a randomized color output. I have no experience with OSL so I mostly just plugged in something that seems to have worked. Changing the material parameters have such a large impact on the final result

`shader`

flakes

(

float flake_scale = 10.0 [[ string description = "Smaller values zoom into the flake map, larger values zoom out" ]],

float flake_size = 0.5 [[ string description = "Relative size of the flakes" ]],

float flake_size_variance = 0.0 [[ string description = "0.0 makes all flakes the same size, 1.0 assigns random size between 0 and the given flake size" ]],

float flake_normal_orientation = 0.0 [[ string description = "Blend between the flake normals (0.0) and the surface normal (1.0)" ]],

output color NormalResult = 1.0,

output color ColorResult = 1.0,

output float alpha = 1.0

)

{

float safe_flake_size_variance = clamp(flake_size_variance, 0.1, 1.0);

vector cellCenters[9] = {

vector( 0.5, 0.5, 0.0),

vector( 1.5, 0.5, 0.0),

vector( 1.5, 1.5, 0.0),

vector( 0.5, 1.5, 0.0),

vector(-0.5, 1.5, 0.0),

vector(-0.5, 0.5, 0.0),

vector(-0.5, -0.5, 0.0),

vector( 0.5, -0.5, 0.0),

vector( 1.5, -0.5, 0.0)

};

point position = vector(u, v, 0.0);

position = flake_scale * position;

point base = floor(position);

point nearestCell = point(0.0, 0.0, 1.0);

int nearestCellIndex = -1;

for(int cellIndex = 0; cellIndex < 9; ++cellIndex) {

point cellCenter = base + cellCenters[cellIndex];

vector centerOffset = cellnoise(cellCenter) * 2.0 - 1.0;

centerOffset[2] *= safe_flake_size_variance;

centerOffset = normalize(centerOffset);

cellCenter += 0.5 * centerOffset;

float cellDistance = distance(position, cellCenter);

if(cellDistance < flake_size && cellCenter[2] < nearestCell[2]) {

nearestCell = cellCenter;

nearestCellIndex = cellIndex;

}

}

NormalResult = color(0.5, 0.5, 1.0);

ColorResult = 0.0;

alpha = 0.0;

if (nearestCellIndex != -1) {

vector randomNormal = cellnoise(base + cellCenters[nearestCellIndex] + vector(0.0, 0.0, 1.5));

randomNormal = 2.0 * randomNormal - 1.0;

randomNormal = faceforward(randomNormal, I, randomNormal);

randomNormal = normalize(mix(randomNormal, vector(0.0, 0.0, 1.0), flake_normal_orientation));

ColorResult = color(cellnoise(base + cellCenters[nearestCellIndex]));

NormalResult = color(0.5*randomNormal[0]+0.5, 0.5*randomNormal[1]+0.5, randomNormal[2]);

alpha = 1.0;

}

}