OK, let me try come up with a very generic and universal mini kit with an example done via OSL.
No ETA.
But will start to look at it today.
First things first, a refference, I baked out the vector displacement to a polygoon.
Use the Arnold procedural node and load it in.
Next to it, make a sphere.
Add a Displacement tag, or however you define that in C4D to this sphere, and make sure that the mapping comes from the exsisting mapping, which means it pulls the mapping cooridinates from the shader directly, you do not want to add a custom UV space, remove all UV/UVW overulers and let the shader dictate it.
( this part is only thing you need to solve basically to get a situation going )

Notice I disabled "step function" in the noise, this is needed as it destroys the vector displacement if ON.
Then pipe it to the vector displacement node I have here, you can download it.
https://github.com/gkmotu/OSL-Shaders/blob/master/VolumeDisplacement.osl
Also dont forget to get the OSL noise.
https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/blob/master/3ds%20Max%20Shipping%20Shaders/Noise3D...
Attached the .ass file for refference.
You SHOULD, in theory, get a perfect match look with the .ass file and a procedural version you make on your sphere next to it.
http://masd.dk/temp/refference_volume_displacement.ass
Now.
Your goal is to match the .ass file, and we need to sort the space definition on your displacement in C4D. This is a pr. host tweak we just need to set up, I do it with the tick on the displacement modifier in the right side of the image.
Let me know how it goes, we might need to go a bit forth and back to nail it.
Once its working, I can issue more types of procedurals that can be extracted into vector displacements, blobs and what have you.
The VolumeDisplacement node looks like this, and you use the default 86 as your displacement amplifier, do not use the Amplitude at 1.0 in the shader, it should be done in the volume displacement, AFTER the noise has been moved to vector space which is putting it into ->
-1+input*2

Naturally, you want to attach the output called "Displacement" to your spheres displacement tag. Or something of that nature.
You can also use this to displace volumes, like clouds and stuff, same texture, just as displacement on the volume material.

I have a small example of Voronoi vector displacement here, using same nodes.
However, this is using the rendertime Arnold displacement, and here we need to add 1 more node before sending to displacement.
Add an Arnold UV Transform node, in front of the chain you displace, and pipe the Uv Transform into the Arnold displacement, then you have vector displacement.
