I've also been adding color to the voxels. I've been using sprites exclusively instead of cubes to save on processing time. Color is dependent on the height of the voxel. I also used a gradient map to add terrain-like color mapping to the composition. Unfortunately this adds a lot to the rendering time, so instead of a good 5 seconds I now get 11 seconds.
-Interpolation:
This batch still uses two interpolation patches for the height values, useful if you like repeating patterns.
-Noise:
After using interpolators for a while, I tried switching to the Noise patch for the height values. I added multiple octaves to the noise input, in order to get different results. This is quite pleasant and more what I was aiming for, since now it looks a bit more controlled and landscape-like.
The downside of using color height maps is the performance hit. The two-color examples use a grid of max 256x256 iterations (128x128 gets very similar results though), but for the multi color ones I have to stop at 64x64.
Using 128x128 seems to crash or freeze Quartz Composer. Still good for pixel art I guess :-)