I do alot of sculpting in Zbrush, that I texture in Mari. And to get a good amount of highres textures I generally use 4 4K maps within creating a highly detailed head. In Zbrush there is a multimap exporter that allows to extract one mesh displacement into 4 different UV maps. This is also possible in Mari, aswell as Maya and is frequently used in the movie industry. For that to work in Keyshot I need 4 different UV maps that come together in one diffuse/bump/whichever path(for example). For Maya all one has to do is write <udim> in the end of the path description on a file node to accomplish this.
Would you make this setting possible in Keyshot? I love testing my textures in Keyshot to get the right look and it'd be a great advantage to be able to speed up this process.
This may be possible further down the road.