This is a topic which bugs me for quiete some time now and I finally want to find a satisfying solution to it. It's about the best and most efficient way to use several render nodes with Octane and C4D.
First, our situation:
We are a small studio with the follwoing setup:
1 C4D subscription license, usable on ONE machine at the time
1 Octane Enterprise subscription (the top tier with 10 rendernodes included)
1 workstation A for C4D and Octane stuff, 2 GPUs
1 workstation B for other thins, 2 GPUs
1 dedicated rendernode C, 1 GPU
Using networkrendering via the Octane Daemons works fine, BUT:
We need a solution where we can still use the workstation A with both GPUs for working while rendering Jobs on either workstation B + rendernode C or only rendernode C.
The first workaround would be to export .ORBX files and render it via standalone, BUT: this is a) not reliable when working with x particles or other plugin related stuff and b) pretty time consuming.
The second solution would be using Deadline.
The problem is, we would need a command line license for C4D for each rendernode, plus it is rather complicated the setup and maintain. It would be pretty overkill for the size of our team
The third option would be using Team Render.
This leaves me with a license question regarding Octane. I suppose we wold need a C4D plugin license for every node, am I right?
What I want: the hassle free handling of the octane built-in network render with the ability to use my main workstation with full capacity.
The solution would be headless rendering... Jules mentioned almost 2 years ago that it is on the roadmap. But it seems it has been dropped...

How are you guys handling this?
I would really appreciate any help on this.

Thanks!