Transform feedback from GPU fluid solver (texture sampling?)

There is transform feedback in OpenGL 4. This includes feedback from the vertex shader or the geometry shader. Is there a way to obtain the 3D texture that is generated and used by the fluid solver? I would like to run it through Marching Cubes (in a geometry shader, preferrably), to generate an isosurface, and then use that isosurface to do collision with the actors. An example would be a space ship shoot em up (shmup), where we totally rip off Blazing Lazers for TG16, and have giant screen-filling special effects that not only look beautiful, but are deadly too. This game would use an orthographic camera, instead of a perspective camera, so that way the one, unified, fluid sim bounding box can be equal to the region between the near and far planes. If the view was based on a perspective frustum, a lot of the sim bounding box would not be in the view, which is kind of like wasting cycles. Thanks for any advice that you have.

Of course, the project will be open source, and free to play/modify. I want people to learn from my experiences with UE5.

Want to steal my ideas? Please, go ahead! Just put your solution up on YouTube. Perhaps I’m going about this wrong?

After some consideration, and a bit of expert advice, it seems that the mesh generation does not need to be performed whatsoever. If I can sample the simulation grid’s texture in 3D, then I can determine if the ship is in a hot fiery zone, or in just harmless smoke, easily enough. It’s like Marching Cubes, but where no primitives need be generated – only the values of the 8 corners matter, which means that one can decipher if the ship’s centre is inside or outside or along the isosurface without resorting to generate triangles. Sometimes I get ahead of myself, and go hog wild with the Marching Cubes algorithm LOL

Does anyone have any experience with texture sampling with the GPU fluid solver? Is it even a thing?