My guess is that this clothing has 5 pieces of garments, each with at least 2 transmaps and respective bump maps, plus a hair with at least 4 transmaps, and the V4 skin shader with specular + bump maps. This makes for a whole bunch of grayscale maps, all connected to "floatimage" nodes. In my attempts to replace some bump maps with procedural Octane maps, I tried to use the "marble" node with little success. I will follow your advice and try "turbulence" instead, except for lip bump because that one cannot be just random.
OK - that's a lot of maps! 20 alone for the clothing. Your options are 1) Using a more economical clothing figure, or 2) strip out the clothing bump maps that are not needed (can the trans and bump maps be shared?), or 3) Get a 600 series card. Unless you are doing close-ups, you are unlikely to see the bump map detail. I looked through your Devianart site - and most of your render where full body shots, where the clothing bump make little difference to the rendered outcome. Also, using clothing with transmaps is never going to give a top quality result. Holes in clothing should be achieved with geometry rather than transmaps if you are looking for commercial quality rendering.
The general rule is....minimise the maps on the clothing, and then save the Octane nodes back to the Poser material, so that when you next use it you don't have to go through that process again.
I have just fixed the bug where changing the floatimage node to an image node lost the texturemap name - so that should help you a little.
For a turbulence bump, you'll need a high scale (it was 6 months ago, by from memory it might have been around 30). You'll need to tweak the power too.
Today I made another render, and I am finding it hard to choose what the "eye surface" and "cornea" material should be. I noticed that in Octane, you cannot make a material reflective if the opacity is set to zero, and if it's not zero it ends up making the eyes look dark. Firefly is biased, so there was no problem making a material create reflection and highlights even when it's 100% transparent, but how do we do this in an unbiased renderer like Octane? If it's transparent, the eyes have no highlights. If it's not, they get entirely black with reflections and highlights. Any ideas on how to add eye reflections and highlights without turning them black?
Check this thread for eye info and hints...
http://render.otoy.com/forum/viewtopic.php?f=45&t=28280.Paul