I would like to point out something slightly off-topic, but it's important for the material pipeline workflow in Octane 1.0 final. (also the devs working on nodesystem rewrite, are more likely to look into this thread

)
* One thing that messes with your
texture creation workflow is that you have to work in an lighted and tonemapped environment. When creating textures you want to work with pure colors, that are not affected by camera response, exposure, lighting environment, etc... - all of this will impact your final color and the results may vary wildly, depending on this settings. You can limit this by setting the tonemapper to linear and use "defaults", but your colors still depend on HDRI / daylight illumination. For texture creation an unlighted pure-color mode is more appropriate. Such mode would not even need the GPU and could work entirely on the CPU (hoping that such workflow would not impact performance).
* The material preview ball is not suitable for a texture preview - it has spherically distorted texture coordinates and because it's 3D (=intended for a lighted material preview) it gives you a poor preview of the whole texture. A 2D plane or surface is more appropriate.
* Additionally; when Octane will be aware of objects on the scene, it would be awesome if we could isolate an arbitrary object and use it as the material / texture preview object when creating materials. This way you would actually look at the object the material is intended for.
This is just something for the developers to keep in mind, when rewriting the nodesystem.
