One of the projects that I worked on required me to UV leaves on a tree. The mesh for the leaves was a single object. The default UVs covered 0 to 1, so each leaf would have the same texture. I needed a way to add variation, so I decided to write a script to scale and position each polygon shell's UVs into a 2 x 2 grid or a 3 x 3 grid in 0 to 1 UV space. Later on, I added per object layouts, and UDIM layouts, as well as a quick button to normalize all UVs.