A while ago I wrote Matrix+Proximity script.
Matrix lets you place 1d, 2d and 3d matrices of components, using randomized spacing, rotation or scaling - if desired. If you make these copies above a land-form then there's also a built in 'drop' function to plonk them down onto the ground sufrace.
Proximity works when you have three types of a component (e.g. tree1-, tree1~ and tree1+) that each have increasing amount of detail / polygons. So you model with the simple stick "tree1-", then when you want a detailed shadowed render you use it swap out any tree1's near to the camera with tree1+ and tree1~ in the middle-ground. A dialog lets you set ranges from the camera position for each. You can always swap all back to tree1- by setting the detail level to (near) zero...
It was the only way of using highly detailed components in large numbers without killing the processor. There could be many uses - landscape trees/bushes etc, people in crowds, cars in streetscapes, seats in stadia etc...
Generic 'simple' component use, with later swapping out seems the way forward ?

![IntertwiningRing[Flat].jpg](/uploads/imported_attachments/vENf_IntertwiningRingFlat.jpg)