Now that we've got Volume to Mesh modifier - which is so cool - we can make meshes from the simulations, like Open VDB sequences, etc. But it seems that it doesn't work with procedurally generated volumetric data in any way. I mean those cases when we define the density with Noise Texture or Musgrave Texture or any other. Am I doing something wrong or it is just not possible for now to convert this data into the mesh? Is there any way to tell Blender that this is what I want to be considered as density? I was even thinking about possibility to bake this data into some kind of cache like Blender Point Cloud or Open VDB, but it doesn't seem possible.
Because your description is aiming to texture and not shader as stated in title ...
Procedural Texture to Mesh
Since Roel's is not reacting to the comment ... a few notes from me. His workflow is fine for me. Here is an example with Voronoi texture ...
- add Cube for later use
- add Volume object with Mesh to Volume modifier and set Object > Cube
- add Volume Displace modifier and add some Texture you like (here type Voronoi)
- switch to Geometry Nodes layout, add a New one and search for Volume to Mesh
... and because I don't know a way to convert Volume object into real Mesh object ... here is a way ...
- Instead of using GN add a new Mesh object. Doesn't matter what, you need just a object "container" to store data here.
- add Volume to Mesh modifier. Result is the same, but here you can Apply modifier to make geometry real.
You can here also stack other modifiers to enhance a result (that are not available for Volume object), like Decimator or Smooth
Shader to Mesh
If you would need to use a more complex node tree (not just a texture, but a shader) ... there is an add-on of Joshua Blömer called Shader to OpenVDB that could be probably used to generate volumetric (VDB) file to be imported back as source of Volume object and transferred into Mesh ... Win only and probably not up to date for 3.x version. I found only on Artstation link a way to mail him. You can try your luck to attract him.
Anyway, all these techniques are very topology dense (heavy calculation, hard to work with) ... it defence on your needs of course.
You can use geometry nodes to generate a mesh out of your volume. You can download my example here: https://we.tl/t-HBvHuXwrpE