Generating karst-like structures

I saw a similar discussion earlier, in this thread:

It also deals with generating a column-based, pixelated structure, and in some ways the logic overlaps with what I’m trying to achieve. However, the key difference is that in all those examples the “pixel” elements grow directly from the base surface, remaining strictly attached to it.

In my case, the idea is different:
the structure should detach from the plane, move into space, and start forming a three-dimensional, porous network driven by noise functions, vector fields, and procedural growth rules. In other words, I’m looking for a truly generative, spatial system, not a set of columns extruded upward along Z from a single surface.

So while that thread is helpful as a general reference for voxel-based workflows, it unfortunately does not address the type of spatial offsetting and “lifting” of geometry that I’m trying to achieve.