Point lights for sure.
The problem with having a lot of lights is that it increases the voxelization time. You need to render a separated shadow map for each, and then apply the shading on the voxelization stage. One thing I’m gonna do to improve the situation is to select only the ones inside the current bounds, and from there, select only 5, based either on distance, influence or a priority value.
For now that’s low on the priority list though