It'll depend on how such geometry looks like (the Edge Boundary Checking
designed for similar purposes, but it's working on Elements
level). The Edge Boundary Checking
mode is not meant to "slice" the geometry, it's removing elements within one item that are "based out of area used for distribution". So, if there are any "overhanging faces" under one element, these will be fully removed or not, depending if the element is based inside/outside of the distribution area.
It behaves like grass blades in nature - if there is a space enough to growth from, the grass blade vegetate and later could overhang that area. Additionally, this way it doesn't affect overall performance (as massive geometry slicing would require huge additional resources).
As mentioned above, there is no "physical cut" performed while using the Edge Boundary Checking
mode (as this would be extremely resource demanding). This "trimmed part" is treated by the render engine as a kind of "Matte object" internally (this way render engine ignores it for its calculations).
Also, if you are using V-Ray, you might find handy a workaround and with help of the VRayDistanceTex
map perform a render-time boolean (and optionally also a capping effect) in a very similar way as explained in this post
By the way in this case you'll archive better results using very simple definition with RailClone. Feel free to do some quick test with LITE version.