Assign a Standard Surface shader to the sphere model. Create a Bitmap and open the file Diffuse_colour.jpg. Connect it to the Base Color and the SSS Color parameters.
Add an Arnold Properties Modifier to the sphere.
Create a Bitmap texture and open the vector displacement map - mudbox_vdisp.tif. Drag and drop the vector displacement bitmap onto the Displacement Map parameter in Displacement of the Arnold Properties Modifier.
Ensure that you have enough subdivisions for the sphere geometry otherwise the displacement will not look correct. In this case 6 iterations with Type set to Catclark is sufficient.
You can see a subtle difference in quality between 4 and 6 subdivision iterations in the images below.
That concludes this tutorial on rendering vector displacements from Mudbox with MAXtoA.