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I have a geometry nodes setup that adds instanced cylinders across a circular plane - I'm using a vertex proximity modifier (driving attribute "Displacement") and a sample texture node to control the scaling (driving attribute "Disp") - I'm doing this by mixing between an attribute fill that has a z value of 6 (first attribute in the chain, "scale"), and an attribute fill that has a Z value of c (second attribute in the chain, "scale2"). Right now there is flashing when an instance reaches z scale = 0 because the top and bottom surfaces of the cylinder are fighting between one another. They are also flashing because they are fighting with the surface the the entire geo nodes objects is on top of.

Is there a way to make instances that reach a z scale of 0 to disappear completely? If not, is there a more efficient way to drive the z-scale of the instances, rather than the way I'm doing it (mixing between "scale" and "scale2" attributes, "scale2" having a z scale of 0) Thanks in advance for any adviceenter image description here

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  • $\begingroup$ can u please provide blend file, so we do not to rebuild everything? $\endgroup$
    – Chris
    Mar 31, 2021 at 0:36
  • $\begingroup$ @Chris unfortunately I can't because it's loaded with assets that are under NDA. $\endgroup$
    – D Crane
    Mar 31, 2021 at 14:17
  • $\begingroup$ well...then exchange the assets with some primitive ones. $\endgroup$
    – Chris
    Mar 31, 2021 at 16:00

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Yep, you can.

Use point separate to split points into 2 groups by height:

enter image description here

Group with 0 height you should not use, second one will have only points with height > 0

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  • $\begingroup$ You are a genius!!! Thank you so much @crantisz!!! $\endgroup$
    – D Crane
    Mar 31, 2021 at 22:00

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