Best way to simulate Mold-Tech textures?

You can do that,to some degree.Because Cycles is not so good with very tiny bumpmaping or normals.
For my Carpaint shader however i have build a voronoi " texture generator " with scale in micrometer,to get the normal distribution of the metallic flakes.Here in the last posting you can see a testrender.

If i understand you right,you want a normalmap with a noise with a scale in 46 microns ?
For a simple bumpmap,just scale the noise or voronoi texure to the 46 microns.Since these are procedural you got the noise tex in your scale then,that should look similar to your sample if the camera has the same lens values and distance.

You need to use the Texture coordinate object output for this,if you want to make a own normal map from this.(its easyer to calculating from)

The pro of a procedual method is that you can zoom in and out like you want

Here a basic example,as start.A plane 0.1 x 0.1 m plane with a almost black material with 0.1 roughness(similar to the plastic).With a small area light at 45° from the side.


Then you can try to fit the look with the Normal map strength

edit,I have seen that each sample is 7 x 7 cm,so i scaled it to this size.Then i reduced the specular to keep the colors the same saturation.And changed to noise texture.I must say that the mold-tech pdf preview samples quality could be better,for better comparision.

Edit,another testrender with voronoi and normal map strength at 0.5 gives a good average texture.

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