strategy for instancing imported geometry efficiently

I have am familiar with basic use of instancing geometry using geo comps and their instance paramters in TouchDesigner, and I know how to supply variations in transforms and texture.

I am attaching a picture of what looks like a weird Frank Gehry shape, but it is 53 copies of a 10x10 grid. Each has unique deformation and no transform. Each grid has normals and uvs and they each have a unique jpg texture. They are being exported from Houdini in .bhclassic form. I can export them as individuals, or I can export them as a single geometry with each grid in its own group.

The goal is to animate the textures and grids individually, so you generally see one at a time, and just ghosts of others.

Issue #1: With the mesh imported as groups within a single geo, I’m not finding a procedural way to assign texture maps to each primitive group, e.g. creating an attribute called ‘image1.jpg’ or calling the group ‘image1’. I may be wrong but it seems that manipulating groups and material sops is going to be sop heavy and inefficient.

Issue #2: Importing each of the 53 meshes and assigning textures manually. This can be expedited by setting up a Replicator and using opdigits and tables to set it up. I’m going forward with this solution for now, but some of my examples will have hundreds of grids and I wonder about performance.

Each grid is topologically the same… can they be instanced through the geo comp? or some other trick?

Thanks for any advice.
shapes.JPG