Video guide: youtube.com/watch?v=0iW2ZvnWCvw
Dense scatters without intersecting instances
Poisson distribution only knows about points, not about the shape of what you instance on them, so rocks, trees and props still cut into each other. Self Pruning looks at each instance's real footprint and removes the overlaps after the scatter, keeping the layout tight.

Three proxy shapes
- AABB: axis-aligned boxes, the fastest test (what most PCG pruning uses).
- OBB: oriented boxes that follow each instance's rotation.
- Convex: convex hulls, the closest fit and the densest result.

The closer the proxy fits, the more instances survive, and none of them intersect.
You decide who stays
Keep Rule chooses which instance wins an overlap: keep the larger one, the smaller one, or drive it with your own per-instance property.
Camera culling and padding
- Remove what the camera never sees: screen range, near and far limits, distance fading.
- Minimum and maximum gaps in world units or relative to each instance's size.
Great for
Forests and vegetation, rock fields and debris, city props and buildings, crowd placement, game environment optimisation.
What's included
- The Self Pruning node asset (plus helper nodes) in the Asset Browser
- Demo scene and a video guide (link above)
Requirements
Blender 5.2 or newer. Geometry Nodes only.