Using a code library for Unity called CoherentNoise, I have generated perlin noise and used it to apply a height map technique to my chunks. It looks nice, but biomes and saving are other hurdles to jump next.
The piece of the world is a 4×4 group of chunks where each chunk is 16x64x16. This is essentially creating over 250 thousand voxels, but with the optimized drawing far fewer are rendering, since only those who are visible or those on the side of the chunk are created.
Next up, I am going to work on more interesting terrain, and infinite generation of the terrain. Some more optimization may also be in order to hide faces between chunks, but the tradeoff between 2 chunk updates and less rendered faces may not be the best, more experiments to come.