The best way to do this is to bake the displacement to a texture - you’ll need to normalize it to 0-1 (it’s probably not normalized, and almost certainly contains some negative values, so you’ll probably have to use a vector normalize node, then add 1 to the vector and then scale the vector by 0.5).
Once you have baked out a texture, you can just use the displacement modifer. You’ll need to adjust the midlevel and strength of the modifier.
You might be able to get raw data without dealing with the math if you use a .exr image, but I wouldn’t bet on it.