Lately I've been trying to try to achieve realistic dispersion and refraction for my Arnold shaders and noticed a massive increase in render time. Switching to alShaders solved most of this, by their Russian Roulette concept. Today I found the "jf_nested_dielectric" Arnold shader and it is perfect for super light and realistic results, only I can't find a way to include an albedo map. As far as I know, and this knowledge is based on an hour of reading documents and trying the shaders myself, this shader doesn't have any input. I wonder if I can nest it into a shader group and just use it's refractive and dispersive attributes.
Anyways, pictures. Really basic setup. Displacement map in the shader group works like a charm.