Photoshop 3D OBJ 8 Material limit

There seems to an 8 material limit to importing OBJ formatted geometry.   I did a few tests and anytime my OBJ file contains more then 8 materials, photoshop seems to not recognize it properly.  It would consistently load the OBJ file with a single material where all of the UVs seems to be merged into this single material.  When converting it to a 3DS geometry, Photoshop loads the geometry with more then 8 materials but still less then the amount of materials there should be? Plus the material/mesh names are modified? When converting the geometry to the COLLADA (.dae) format, I get the correct number of meshes in photoshop but only a single material.  I have not tried the U3D or KMZ formats.
I created 2 separate geometries (one with 2 materials and one with 8 materials) load them into a photoshop file as OBJs and then merge the layers together.  I was then able to get 10 materials in 2 separate meshes)  But it had some undesirable results where the did not reside in the correct worldspace to one another.  So while trying to fix the material limit issue, I discovered another issue.
Cheers,

Hi Chris and Pete,
Thanks for your response.  So you know, I am evaluating Photoshop3D as a
texture workflow solution to potentially replace our other texture paint
program at my studio.   The 8 material limit is a major issue.  Since it's
for feature film, our studio generate hero level geometry with upwards of
hundreds of materials groups to preserve resolution.   Our characters and
props frequently require high resolution texture maps. If there has to be a
limit to the number of materials that can be loaded, can this be an
adjustable value under preferences.  So users can define it.  As it is now,
I cannot get around this issue outside of dissecting my geometry into parts
with only 8 materials each to load and paint in Photoshop.  Ideally, I would
like to import a prop with over 200 materials to load 4K maps onto each one
to test how well Photoshop can handle the quantity and size.  This will give
me benchmark comparisons to working in Mari and BodyPaint.
I appreciate the help.  I look forward to the responses.
Cheers,

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