We know that a voxel can be represented by a three dimensional array of boolean or float values. There is an answer that demonstrates this perfectly: the difference between binary/boolean or floating-point voxel.
If we use the binary way, we probably use a byte[,,], so we have 256 slots. They can be used to represent the content. For example, 0 can be air, 1 grass, 2 stone, 3 water.
By this way, we can define what is solid or not and which colour where.
But what about the floating-point way? So my question: What does the float value mean in a floating-point voxel context? Is there a way to use it as the binary way to describe the content and keep the terrain smooth?.
What I've experimented & What I get it?
I am pretty sure the solution was already answered in this answer. Unfortunately, even if I read the answer 5-6 times, I don't get it.
I understand there is a threshold which defines what is solid or not.
Giving me 3 for-loop pseudo code to fill with floating-point the three dimensional array would probably be helpful.