@Terry Hendrix II 🏹 there was a scultping prototype called kizamu which used those. i might have the paper somewhere. they stored stuff in trees that split when there was too much gradient error. adaptively sampled distance fields don't help with voxel sculpting though.
I’m just saying what I’ve used and seen others do as well. Seems standard practice. More often than not source is jump flooded models still. Think a sub that needs to displace water… you can do boolean IP with the rough SDF and the implicit ocean.
ie I thought you were storing voxels for terrain modifications or fluid displacement real-time.