Pipeline was a 2 pass system.
Modeling, rigging, animation, cloth, Fire/Rope (if needed), then added a toon shader along with offset mesh. Then we rendered the sequence out of Maya and used as a texture in the next pass.
Second pass broken down into two shots, far shot and close shot.
Far Shot: Take the layered texture node in Maya, add the night time texture, layer the day time texture, add the shattered light sequence as an alpha mask between them and then add the first pass render sequence as a texture on top.
Close shot: layer the day (or night) texture with bump and displacement information, then add the render sequence from pass 1 on top.