I remember with Disney, there was a whole seminar on how they wanted to use 12 ray bounces for Big Hero 6 to get the lighting/artistic style they wanted. I tried that, and it certainly helps with low level quality (allowing more indirect lighting to allow for softer light fill), same with lowering the indirect light max value cap (not sure if this is something that can be done with daz, I play with blender more often) to minimize noise as a result of having to focus on more light bounces, and playing with camera exposure and gamma, but I wouldn't recommend it. 12 rays isn't bad, but I use branch path tracing to improve inderect light quality, and to minimize noise, but it takes a lot more time to render, at best I only use 3 and may may may 4 braches, but with 50 to 200 samples per pixel, each ray bouncing 12 times, and each bounce creating 3 new rays each, well that is basically exponential. easily a 4-minute render could take a good part of the night to next day. It looks like your video has the different passes exported out. I know blender can do a similar thing. I don't use photshop, I use gimp, which can do a lot of the similar stuff. I also know blender can composite based on passes, so that these effects can be recreated in the same 3D program.