We currently have OSL Flakes via the script created by Chaos Group:
https://docs.chaosgroup.com/display/OSL ... normal+map
This works well for most cases and achieves a good result if used correctly. I am finding it has a big limitation though. It does require perfect or near perfect UVs to work properly.
In the early days of OSL for Octane a user added the ability to use triplanar projections so it wouldn't rely on UVS but instead added a projection pin to the OSL node allowing for Octane Triplanar/box etc.
For some reason though even though the triplanar projection works just fine, it is still possible to get seams that are caused by the UVS. Maybe it has something to do with how normal maps work or something along those lines. The only work around I have is to take all my car body panels into Rizom UV and create clean seamless UVs. Then the OSL flakes look great.
Maybe someone at Otoy could take a look at the OSL script help find a more fool proof way of procedurally applying the texture. I think though in the long term Octane should have have an advanced procedural flake shader built into the core that does not require any UVs to work properly. This combined with the new layered materials would be perfect.