Scattering is one area that is really hard in Vray to eliminate flickering in animation. I'm far from 'comfortable' with it yet but at least started to get some visible results.
In Octane you have 3 main categories of materials: Diffuse, Glossy, Specular. Specular is weirdly named coming from other render engines, this is actually the refractive material. the others are self explanatory. There is also a mix material for plugging two materials into. I can't find an equivalent to Vray's '2 sided' material for thin 'SSS' like leaves and paper so I'm yet to discover how to build those types of shaders.
After a quick look through the Live Database, it seems common practice within Octane to have to mix materials, SSS is not available in the Glossy material type so one must first establish the SSS effect in a Diffuse or Specular, then mix in a similar Glossy material to get reflections. If you've spent any time at all studying/building 'realistic' shaders in Vray or similar you will know that a fully diffuse material with no reflective qualities at all doesn't really exist in real life. I'm not sure why most solid materials could not be achieved using only Glossy, Specular, or a mixture. Time will tell..
Note: The black/pink SSS image here is NOT used in that 'final' result. Only an exaggerated test with a simple diffuse channel to emphasise the translucency.