This question is confusing and the OP didn't clarify it yet, but I don't want to risk losing the drafted answer to what I think is the issue, so here it is.
Geometry Nodes make it simple to generate a mesh from a texture applied on something.
The idea is to capture the texture in the base mesh points, deleting those falling outside the value threshold. This will leave you with a mesh containing only the vertices painted in the desired value.
Most work here is done to ensure the mesh is dense enough to capture the texture faithfully. Use the basic Subdivide Mesh node whenever possible, because the Subsurf one is much more performance-intensive.
This texture was created directly in Geometry Nodes. You can load external ones using the Image Texture node instead, plugging your UVmap in the vector input.
It's a good idea to Decimate the resulting mesh, because it's likely to be dense enough to slow blender to a crawl.