- The official term for a voxel is now 'block,' to better describe a single unit of material in the default shape and default size (1 block) while using the add tool.
Micro voxel are a special case of voxel discovered by players. They allow more advanced building and detailing. Micro voxels were discovered by early alpha testers. Perhaps the earliest post on the alpha forums is Building in the space between the world by forum user damny. Micro voxels allow for detailed and unique build effects together with later discovered anti-voxels, zero volume voxels , and zero data voxels .
A normal micro-voxel is made by applying the Smooth Tool to a normal voxel. Place a single voxel in the air (via selection-fill or paste), use the Selection Tool to select a 3x3x3 volume surrounding the voxel, then apply the Smooth Tool. With the current Smooth Tool (soon to change), you can smooth from 1 to 12 times, each producing a slightly smaller micro-voxel.
The image below is a depiction of an area with four voxels. A voxel is represented in it as a filled in square. Although this is only a 2D representation, each voxel in the game is a 3D box with six sides.
By using the Smooth Tool you can make each voxel smaller. Repeated use of the smooth tool results in smaller and smaller voxels as shown below.
Notice that each micro-voxel is still a square although it does not fill the grid space it has available. This is a limit of voxel engines such as the one Landmark uses. There may be one and only one voxel per grid cell regardless of its size. Another limit is that each voxel will be a six sided box with only a few exceptions. Notice that all of the micro-voxel are separated from each other by at least one empty cell. If a micro-voxel is placed next to a full voxel then the micro-voxel will reshape itself to form one of several possible shapes.
The above image shows several examples of micro-voxels welding to each other and to a full-size voxel (top row, second column). When working with welding effects across a set of positions, builders will often try different sequences and even re-paste a micro-voxel into a previous position in order to achieve different shapes. There is currently no general way to control the shape other than altering order of original and repeat pastes. In the simplest example, when three micro-voxels are placed in adjacent positions to form a 90 degree angle the corner micro-voxel may or may not have a flange depending on the order of placement; re-pasting the corner micro-voxel will consistently remove the flange.