Raymarching workflow
I doubt that this could be that useful but imagine if we could have this alongside polygon modeling and curves in blender. You could have the simple primitives (cube, sphere, cylinder,...) and you would basically just do a bunch of boolean operations with it.
I know that this is possible with nodes inside the material editor and volumes already but rotating, scaling, and other operations can be a bit slow inside of a shader editor.
This is purely just a hypothetical.
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C4D has an openvdb based boolean workflow feature. I'm hoping something similar can come to Blender. youtube.com/watch