You're very welcome, Alex.

The idea was to provide these dynamic or progressive Voxels to limit the memory needed. The more classic approach is to define a single space that requires a lot of memory from the start.
But, yes, when you go tiny, as mentioned, you quickly have a thousand times more of these cubes, which goes tough on the memory then.

In the old Pyro (two decades ago), there was a 2D version for a more distant objects, I wish we had that also here, even just to comp on the 3D view 🙂

All the best