Is there any way to generate Inverted or taper geometry by using displacement? Is there any way to generate reversed taper geometry? In other words: I'd like to generate the geometry you can see in the following picture just by using displacement modifiers or by using nodes:

Q: Is something like this possible by using displacement? The purpose of me thinking that this is nearly impossible is because if having a larger displacement on top, how am I supposed to depict a tapering gradient bellow it visually on a map? You can not show a dim gradient bellow a bright surface on a displacement map right?
Note: This question is not specifically about cones, it is about any type of displacement where I have a bigger surface on top of a smaller surface.
For better illustration consider a plane , Subdivide it 100 times and switch to cycles rendered mode with Displacement type set to Displacement and bump. The if i create the following Node tree , i can get the following result. The node tree is finding the Length of the origin and using a color ramp to manipulate the falloff of the resulting spherical gradient and passing through a displacement map to get the final result , but how can i taper at the bottom and have a bigger surface at the top?
I write an answer as proposed to by @SHikhaMittal. Though, still not sure this is the wanted result.
As this is about &quot;any shape&quot;, have used an image, like a decal, to drive the displacement.

The shape is colored with &quot;wireframe&quot; node, so that we can see the result of the displacement in term of geometry.
The nodes:

Bottom part is the decal used to drive the displacement scale. It is 0 outside of the image.
The middle line is to offset the normal around the mesh center. X and Y parts are scaled and added to the normal in order to drive this normal &quot;outside&quot;.
Top part, the wireframe colors.

Remarks:
We can notice that the scaled and displaced part looses resolution, because we only keep a small amount of vertices and scale them.
The other answer by Bruk, using another way to do it (scaling down a larger part along a cylinder) should avoid this issue.