Fundamentals are the same in Photoshop, AE and Nuke. Though of course Nuke visually makes more sense.
To sum it up,
Take your RAW GI -----MULTIPLY— Diffuse --> Result 1
Take you RAW Light —MULTIPLY— Diffuse --> Result 2
Take [Result 1] —PLUS/ADD/SCREEN— [Result 2] --> Result 3
This till now is Beauty with NO Reflection / Refraction / Spec / AO / Z-Depth)
Take [Result 3] – PLUS/SCREEN — Refraction
-----------------------PLUS/SCREEN ----Reflection
-----------------------PLUS/SCREEN ----Specularity --> Result 4
and this is your Beauty with NO AO / Z-Depth
Take [Result 4] —MULTIPLY — Inverted RAW Shadow --> Result 5
Take [Result 5]----MULITPLY----- AO —> Result 6
Now to add ZDepth in AE you can use your plugin to do the bluring using the zdepth data
in Nuke you add a COPY node and copy the Red (or Green or Blue) channel of the zdepth pass to the Depth channel of [Result6] and the do a ZBlur on the depth channel
I should add this
For more control:
you can add the passes ReflectionFilter and RefractionFilter
these passes are MASKs for your Reflection and Refraction passes
by masks i mean you can color correct the Reflection or Refraction through these two.
Of course you can add color correction/Blur/Glow/Grade/… to every single one of those passes
RAW GI
RAW Light
Diffuse
Reflection
Refraction
AO
zDepth
Optional:
ReflectionFilter
RefractionFilter
Self Illumination (If you have any objects that have Incandescent value. The operation is between layers/nodes SCREEN/ADD)
Material ID ( If you wanna color correct your objects individually this is the mask)
SSS ( If you have subsurface scattering. its an OVER operation between layers/nodes)
Normals ( If you wanna relight your object in Nuke which is a whole another topic or anything else that requires surface normals)