In every example of the raycast node I’ve seen on youtube, the shape that is the target geometry isn’t inside the geometry nodes object, it needs to be brought in via an “object info” node. Is it also possible to do raycast where the target geometry is also created procedurally inside the same node setup?
In this film, at 2:57, he plugs “location” from object info into the separate XYZ …if i’m using an internal geometry, what do i plug in there, a “position”?
Coordinates of the internal geometry you created
For example, if you instanced the geometry on a point - you might use the location of that point.
There might be other options… depends on what you’re trying to achieve.
From what I see, he only takes the Z-coordinate of the whole object. So, how high is your geometry?
Well, first of all, you’ve put Map Range and Combine XYZ in the wrong order - so you ended up plugging Value input instead of Vector into Offset. That’s why everything shifted at an angle like this - instead of modifying just the Z-coordinates, it uniformly offsets all of them. just swap the nodes.
Secondly, the Grid object appears at the Center - so it’s location is (0, 0, 0). Meaning 0 is the input for Subtract math node.
Reset values in Multiply and Map range nodes and you should see some improvement.