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I would like to use Geometry nodes to instance pillars (cylinders or columns with their origin at the bottom) on the lower plane. Then I want to scale these in the Z-direction so that the pillars reach to upper plane, effectively creating a volume (instanced objects as voxels) between the two planes using instanced points. what kind of approach would be best here.

Thanks!

enter image description here

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    $\begingroup$ A very simple non gnodes approach is distribute with array / duplis, and project top and bottom of cylinder via shrinkwrap modifiers or constraints. As mentioned here blender.stackexchange.com/questions/229793/… $\endgroup$
    – batFINGER
    Sep 15, 2021 at 11:03

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I would do that with the raycast node like this:

enter image description here

result:

enter image description here

The raycast node is great in finding "hit points" and distances if you give it the right direction.

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    $\begingroup$ Thank you so much Chris!! I left out the Point Distribute to create an even, non-random distribution of points. I never knew about the existence of the Raycast node. I had to upgrade to 3.0 alpha. Thanks! $\endgroup$ Sep 15, 2021 at 12:31
  • $\begingroup$ glad i could help, please tap on the checkmark left to my answer if it helped you. Thank you. $\endgroup$
    – Chris
    Sep 15, 2021 at 12:42
  • $\begingroup$ Hi, could you please update this answer or write another that would work up to date to the current implementation of geometry node ? $\endgroup$ Aug 4 at 14:13
  • $\begingroup$ Hi Softyoda, i am sorry, but i you look at my profile - answers you will see - i wrote a LOT of them. And no, i will not update all my answers for all new Blender versions, sorry. If you want an answer for a newer version, please ask a new question. thx. $\endgroup$
    – Chris
    Aug 4 at 18:09

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