I work in CG animation, and one thing artists do when procedurally generating geometry is tweak the size distribution of things meant to mimic natural phenomena, such as leaves and rocks. They are typically assembling these as expressions, so it's common to first reach for a simple uniform distribution in the form of scale*rand(), but more experienced folks know to go straight to a power law instead. I think it's fascinating that such an extremely high-level way to characterize natural processes could make it into an artist's toolkit like that.