For now there isn't a 'terrain' with multiple regions.
I only created a solid block in a 128x128x3 volume and this takes about 6 seconds to load.
By the way, your voxelins needs only 1-2 seconds for a bigger volume.
My code:
Code:
voldata = new SimpleVolume<PolyVox::Material8>(PolyVox::Region(Vector3DInt32(0,0,0), Vector3DInt32(128, 2, 128)));
Code:
   
terrain->createChunkInVolume(voldata); // <<<< this creates the a solid block in the volume
   SurfaceMesh<PositionMaterial/*Normal*/> mesh;
   //CubicSurfaceExtractorWithNormals<SimpleVolume, PolyVox::Material8 > surfaceExtractor(voldata, voldata->getEnclosingRegion(), &mesh);
   PolyVox::CubicSurfaceExtractor<SimpleVolume, PolyVox::Material8> surfaceExtractor(voldata, voldata->getEnclosingRegion(), &mesh);
   surfaceExtractor.execute();
   /////
   Ogre::ManualObject* obj = App::getSceneManager()->createManualObject();
    uint32_t noVertices = mesh.getNoOfVertices();
    uint32_t noIndices = mesh.getNoOfIndices();
    obj->estimateVertexCount(noVertices);
    obj->estimateIndexCount(noIndices);
    obj->begin(/*"WireFrame"*/"ColouredCubicVoxel", Ogre::RenderOperation::OT_TRIANGLE_LIST);
   // vertexes
   const std::vector<PolyVox::PositionMaterial/*Normal*/>& vVertices = mesh.getVertices();
    for (unsigned int i=0; i<noVertices; i++) {
        const PolyVox::Vector3DFloat& pos = vVertices[i].getPosition();
        obj->position(pos.getX(), pos.getY(), pos.getZ());
        //const PolyVox::Vector3DFloat& normal = vVertices[i].getNormal();
        //obj->normal(normal.getX(), normal.getY(), normal.getZ());
    }
    // indices
   const std::vector<uint32_t>& vIndices = mesh.getIndices();
    for (unsigned int i=0; i<noIndices; i++) {
        obj->index( vIndices[i] );
    }
    obj->end();
    if ( node == NULL ) {
        node = App::getSceneManager()->getRootSceneNode()->createChildSceneNode();
    }
   node = App::getSceneManager()->getRootSceneNode()->createChildSceneNode();
    node->attachObject(obj);
    node->setScale(10.0, 10.0, 10.0);
    node->setPosition(pos);
Code:
void voxel::terrain::createChunkInVolume(SimpleVolume<PolyVox::Material8>* voldata){
   Vector3DFloat v3dVolCenter(voldata->getWidth() / 2, voldata->getHeight() / 2, voldata->getDepth() / 2);
   for (int z = 0; z < voldata->getWidth(); z++){
      for (int y = 0; y < voldata->getHeight(); y++){
         for (int x = 0; x < voldata->getDepth(); x++){
            Vector3DFloat v3dCurrentPos(x,y,z);
            voldata->setVoxelAt(x, y, z, 1);
         }
      }
   }
}