Feasibility of mixed marching cubes/voxel block system?

Godot Version 4.5
Hi all, I’ve been doing some research into marching cubes for a terrain generation system, and I was wondering if it would be feasible to mix this with a more conventional voxel block system, and if so, perhaps a high level approximation of how one would go about creating this. From what I’ve seen, the baseline marching cubes algorithm wouldn’t necessarily support adding full cuboidal blocks, and the first idea in my head of creating two separate layers for marching cubes and voxels doesnt seem particularly efficient.

I would just modify the cuboid algorithm to output full quads, faces of the cube, based on a set of rules. You probably want to do 6 rules, instead of 16 for the cuboid, one rule for each face of the cube. The marching grid will form the actual voxel grid, since the procedural geometry has to split the cube for selecting the rule to draw a mesh. You will just have to design some amount quantization error from the actual geometry to form the voxelised mesh.

I would take the original rules and clump them into the 6 face rules and make the others either empty air or fully surrounded. ~8 total (6xface, empty, full)

you probably want 12 rules for the cube faces, one set that is concave and one set that is convex.