
I would like to ask a very important feature specially for who works with advertising, which is to separate the "Invisible" of octane light for invisible directly and invisible for reflections . Actually if we use the invisible light feature it just vanish all reflections too. I think sometimes can be usefull just get the light invisible but keep the reflections
For example in architecture in some situations where you wanna send some extra light inside the scene using a planar light and don´t wanna see the light there, but the environment, without loosing the reflections.
2 - MAP CHANNEL

It´s very usefull to use map channels to create advanced/complex materials, add decals just changing the tiling of different uvw channels.
3 - BLEND MATERIAL & COMPOSITE MAP

There is no need to say how usefull can be a blend material and composite map (SPECIALLY COMPOSITE). Actually I have to create all my maps on photoshop and then export them to use in octane render. If it has a blend material It could be able to create any complex material directly on the fly.
Octane has the mix material but we can mix just 2 materials, or 2 max together. I know I can create a lot of MIX materials one inside the other, but this is terrible, unorganized and unnecessary.
With Composite maps you can have infinite maps blended together with "blend modes" like photoshop, as octane render is a realtime engine It could work almost like an Quixel or substance painter, but in realtime, imagine how good this could be.
4 - OUT OF CORE GEOMETRY
I know this is probably the hardest thing to solve on octane core, but please, focus all your efforts on it, cause, without Vram limit octane will (in my opinion) rock over EVERY other render engine around. You will get users from vray, corona, mental ray in a blink of an eye
5 - DISTANCE TEX map
like vray has. If possible a material driven by distance based on other objects, it can be used as a mask in a lot of procedural modeling & materials.
