Or use an operator. shaders and displacement are different connections on a polymesh
I use : arnoldrenderview->render->debugshading->lighting
As it turns out there is a way to do this in Maya regardless of the render engine. In the render manager set up a layer as shown in the images. The second Collection named collection1_shadingEngines was created automatically when trying to create a shader overide. A system is not 100% intuitive but it is easy to figure out nonetheless.
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