I think you are talking about Volumetric Depth peeling maybe? We often talk about the polygonal surface depth peeling algorithm which is used proper rendering of translucent surfaces. For volumes this happens by default. So it is there.
But some people use depth peeling to mean “looking under some other surface” by ignoring voxels before you hit a specific range of values. Sort of like a clipping plane but based on voxel values. Without knowing what you mean by depth peeling I’m not sure how to direct you.