My next problem is that Octane Baking System ignores the Opacity mask!

Why do I want to bake the opacity mask, someone could ask. Here's why:
This is my model. It's hair made out of flat stripes, for a real-time character. And this is how it looks with my Opacity Mask applied: I want to bake the Ambient Occlusion to use in my game engine, my Opacity mask is on UV channel 1, and I want to bake my AO on UV channel 2.
Unfortunately, since Octane Baking Camera ignores the Opacity mask, the baked result is this: And obviously that doesn't work at all since it's calculating the AO of the entire polygon, which has a much bigger occlusion area than the same polygon+opacity mask, so the result, when applied in Maya is this horrible mess:


Will it be possible for Octane to bake a texture with the correct Opacity mask?
