I'm pretty new to the forums here (my second post

Anyway I'm working on a project and for that I had to cut a pretty big piece of geometry into smaller parts. I decided to use a Voronoi fracture to do that and it generates results I'm happy with.
However each piece needs UVs, I managed to do that with a foreach loop and some UVProject/Pelt nodes however the UVs of all the pieces are overlapping. Now I tried to use the UVTranslate in the loop to move the UVs of each piece, however I can't really constrain each piece to the 0-1 space at the time of projecting the UVs because I want to keep the resolution fairly consistent for all pieces (which means large pieces get more space in the UVs and small pieces get less space). But because I can't constrain the UVs to the 0-1 space I also don't know how far to move subsequent projections in the loop.
So basically I have a ton of UVs all overlapping and with very different sizes (most extend to outside the 0-1 space though since the geometry is very large).
Now 3D max and Maya both have a tool(s) to pack UVs at the click of a button, however Houdini doesn't seem to have such a tool and I really don't have a clue where I would start making such a tool.
And doing UV packing in max or maya isn't really an option and I'd just like to have a tool within Houdini to take care of this because I'm bound to use this more often than just for this project.
Maybe I'm looking at it the wrong way, but some pointers on doing procedural UVs and specifically packing those UVs so nothing overlaps is something I'd greatly appreciate.
Edit: Well I did figure out a possible way to measure the bounding box of the UVs, so I probably can implement a UVTranslate so nothing overlaps. However it'll probably then place all the UVs in a long strip, instead of neatly packing them. So yeah, pointers are still welcome.