Scaling object with saving the size of instances distributed over it with Blender Geometry Nodes

The distribution of object instances over the mesh surface in Blender is easily implemented with Geometry Nodes. In the simplest setup of such a node tree, when the scale of the base object changes, the dimension of the instances distributed on its surface also changes proportionally. However, it is possible to set a node tree in such a way that when the size of the base mesh changes, the size of the instances on it will remain unchanged, but their number will change.

Distributing objects on a plane without intersections with Blender Geometry Nodes

To distribute objects with Blender Geometry Nodes, the “Distribute Points on Faces” node is usually used. It produces a set of points randomly scattered over the surface of the mesh polygons. Next, the necessary objects are located at these points. In common case, these points are located randomly, and the objects located on them can intersect with each other if the points are close. However, we can configure the nodes so that the meshes located on the points will not intersect.