I have tryed with xyz nodes,the same result.Lower the strength make it less visible but the bug is still there.Maybe it is not a bug,since these are vectors they might need different math.

Yes,in my build the flakes has seperate glossy shader.

In my search for a solution i have found this BA thread

With math taken from this page.

https://blog.selfshadow.com/publications/blending-in-detail/

I think i give it a try,if such simple mixing does not work.

@Secrop ,is this normal solution from the thread still valid or have you found a better math ?

edit,i think i know whats happend with the constant color ramp mix.

Since the linear scale of the colorramp represents the vector angles,i have cut off the lower angles in my posted example.

But how can we make a constant distribution seperation with vectors? If this should result in a even distribution this would need to be fragmentet somehow.

Edit,tested again.Even the direct voronoi output as mix fac gives this strange normals.What is that?