@grainloom I like it, but it's not very efficient to describe a scene in terms of primitives - you get a lot of hidden faces that way. If we move up to raymarching suddenly the landscape changes, but it's still got to compete with polygons hung on octree nodes, or SVO volumes themselves.
Blender has a lot of non-destructive "operators", but at the end you'd have to retopo it back to a classical polygon hull.