Using 3.1.
(This question has been edited. The previous sample file incompletely matched the description and didn't allow full answers. I've just aligned the description of the problem and the sample file.)
I'm working on the base of a tutorial to create procedural grass: A leaf is created, then instanced on points of a small surface to create a tuft. Several tufts are then distributed to cover a larger area. I've reduced the leaf to a tube for simplification.
A tuft composed of randomly oriented and scaled tubes:
The nodes to build this geometry:
The tuft is built from leaf instances which are rotated and scaled randomly. So far, so good. The problem arises when tuft instances are used to make a grass area:
Tufts are built from leaves similar in number, orientation and size. Not very realistic. Here my tree for the tuft:
What would be the correct way to introduce variations in tufts?
From quellenform's answer I learned instances are all based on a single mesh, but can be realized into separate entities and vertices positions changed using Set Position nodes. Still I can't see how I could do this adjustment to perform rotation and scaling of individual leaves. The reason is leaves to be modified are now instances of instances made real. This nesting prevents me to access them from the top-level node group.
The corresponding file:









