Thanks Maru, look very good i will try it. Right now i make a normal map from the OSL Vray Texture but i need to render it every time and i must have UV cords, xD
Tanakov, my Shader its similar to the one from the tutorials, very simple stuff. I Share it so you can take a look. It can be optimized and maybe remove one Blend but i want to have the possibility of control the metallic/Dielectric ratio of my material, because flakes look much more integrated this way, whit out the dielectric mix the metal looks "exposed". I include 2 Flakes maps generated using the OSL Vray texture, i´m working on a better way of making them.
You need a metallic base, but the light hit this metallic surface after travel trough the paint pigment, so in order to simulate this you need to "tint" the metal reflections properly. Mix it with a Dielectric to better catch highlights and give it a better look and finally you need a clear-coat, mix it using Fresnel falloff and use a IOR of 1.47-1.6.
You control the spread of flakes using the glossy from the metallic base, the Normal bump or by using another normal map.
Here is an example:

If someone have some ideas of how to improve the shader i really will appreciate it, ;)
Download:
https://drive.google.com/file/d/0Bys9_iWhCgvfWDU0aXVDQXExNjQ/view?usp=sharing