Inspiring, I have an idea…Symmetry drawing for next update!
Keep your great work!!
Very nice work
I built a voxel generating tool in unity a very long time ago and found optimized == approximation of some sort, which means not 100% accurate. For accurate results i ended up doing ray triangle intersection. Basically shot a ray along every edge of a voxel (within bounding area) and if any intersection happens then the voxel generation is valid. Very expensive process , i know.
This did lead to some voxels being generated that had very minimal intersection. So I built another feature to then validate a minimum penetration threshold and then if below remove those voxels.
Anyway that said , I look forward to see what improvements you make to your tool.
Well done again, I know it is fun to make such things
Thanks for share.