Orienting and Reorienting Bodies
Let’s say we have some shape out in space, such as this cone:

We will generate a Start Plane using Plane from Normal, which is defined from the centroid of this cone. We will also define the normal vector to capture the normal direction of the cone, in this case [0, 1, 1], and set an origin at the global origin to generate Plane at Origin.
You can orient the cone to the origin using an Orient Object block like so:

Now that the cone is oriented to the global origin, we can perform whatever remapping operations we would like. In this example, we will mirror.
We will make the z axis the absolute value of z. This means the cone will flip across the Plane at Origin. The Remap Field block takes the value of the SDF in the positive z domain and remaps, so that the same positive value is true in the negative domain of Plane at Origin.
Now, after remapping, the cone geometry exists in both the positive and negative domain of the Plane at Origin.

Now, we can move the mirrored cone back into its original position, once again using the Orient Object block and defining the source as Plane at Origin and our destination as Start Plane.

Note we could have also performed this Orient Object operation on the implicit body of the remapped cone rather than just its scalar field.

