Thanks for the reply. I think maybe my original question was worded badly.
When exporting an Fbx from rhino to substance painter each object in the scene has to have a unique texture.
Say I have three objects in my rhino project and assign white paint to them all in one go and then export to painter it does not read as three individual objects painter just see’s the one white paint material and breaks the uvs across all objects. As in if I paint on the sphere it will paint randomly across all three objects as it only sees the one texture ( texture sets in painter ).
So at the moment I either have to assign each object in rhino a different material or as I am doing I group select all objects and assign 1 material. Then I cycle through each object and click " create unique editable copy " both methods of which are laborious / time consuming.
With 3 unique materials applied to the objects in rhino when exported to painter it then reads those 3 objects as distinct Texture sets so if you paint on the sphere this time it only affects that texture.
if you group select all objects once they have the 1 material applied the option to " Create unique editable copy " appears but if you click it, it doesn’t do the whole selection as Ideally I would want.
Does this make more sense ?