@TrippyLighting and @ianhughes7UFVF :
Based on a Fusion mesh export one can apply such surface noise using SCULPT/SurfaceBrushes by using a Stencil mask.
You can import any supported image file as such a Stencil (although it is recommended to use an image cropped to a square at 512X512 pixels.
Here I used a snippet from the posted photo:

resized it to 512x512 and smoothed out the pixels (due to the poor resolution of the source):

Using a stencil a surface brush displaces vertices in the brush's radius depending on the grey value of the stencil (white = max displacement while black is no displacement).
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Stencils work best if you prepare your Fusion export concerning density (you'll need a real high res mesh) and regularity of triangles.
Basic steps:
- EDIT/GenerateFaceGroups to define partial surfaces which can act as a filter to apply such noise only to a certain region
- SELECT/Modify/SelectAll and do Edit/Remesh at RemeshMode = RelativeDensity and Density = 50% to get nice regularity
- SELECT/Modify/SelectAll and do Edit/Remesh at RemeshMode = LinearSubdivision and Density = 50% to get a high density
- In SCULPT switch to the Surface brushes and use the DrawMax brush.
- Import your Stencil image via the plus icon
- On a dense enough mesh disable EnableRefinement for a better performance
- Enable RestrictToGroup to apply the noise only to the face group (see above) below the center of the cursor.
- Do/Undo some test strokes to set Strength and Spacing.
- Keep the strokes as long as possible.
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This is the Meshmixer way to do something like this. As an alternative one may look into other applications allowing displacement maps which can be baked to real geometry later on.