I followed Cornelius Dammrich's explanation and SilverWings Youtube video (https://www.youtube.com/watch?v=zMygCctQIFc) on scattering dust but modified it for Blender Octane. Basically, I just created a low poly icosphere and applied the material below to it.
However, there's a problem I came across that seems to only happen in Octane with Blender, where when you scatter the dust on an object (using Octane Material Scatter) the dust partially intersects with the object you're scattering on which creates this weird shading artifact (maybe) where the dust becomes black instead of a partly see through white. This also occurs to the dust object even when it's not being scattered. See the image below where I rendered my scene out and noticed that the dust was black.
After I realised that the reason the dust was being weird was cause of the intersection I figured out a workaround where I just transformed the particles a little bit away from the object I was scattering on. The dust looks really nice now but of course if someone looked close enough they would notice that the dust is actually floating off the object. I'm not entirely sure how they get around this issue when using Cinema4D but I think they have a setting that allows them to delete intersecting particles. It doesn't seem like Blender has the same capability but I'm not sure.
TLDR: I tried adding dust following tutorials for C4D but Blender has a weird shading thing where when particles intersect they become black and glossy instead of white and translucent. I can scale the particles away from the object but then the dust is floating. What's the right way to fix this?