I created a small shader that you can use to distribute random uv-rectangles over a surface. One of its use is to create greebles (random stuff like irregular hull plates etc.).
(not a brilliant render, I know :))
Documentation and code can be found in this article.
I think if you could generate geometry based on the way the underlying faces are patched would be amazing, almost like the automated retopo, but automated plate geometry.
@LeoYfver: It could be that the effect is caused by several overlapping squares with transparency. More samples and/or more transparent bounces might solve this.
@BluePrintRandom: Unfortunately the displacement option is still experimental in Cycles otherwise you could just plug it in In fact I tried it but it is still quite unreliable. Creating a real mesh (as opposed to just displacing existing geometry) with random plates: there is the Discombobulator script , discussed in this thread.