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.


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I would do that with the raycast node like this:

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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 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 at 12:42

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