 For the destruction of the buildings, the studio rewrote its own asset system to focus towards its dynamic events. The Bullet physics software was a heavily-impacted component for the utilization of the destruction. "We wanted to be able to run an RBD event and trigger all these secondary events, whether it was glass or dust simulations — all of those things needed to be chained up and handled in a procedural way," said Wright. "One of the advantages of this was that, because it was all based around a limited number of input components, you can make sure they 're modeled in a way they ’ re usable in effects — you can model something but they'll be another stage to rig it for destruction." Fire, smoke, and water stimulation tools were developed at the Double Negative studio. The studio transitioned between the existing proprietary volume rendering software to rendering in Mantra for elements such as fireball sims. Double Negative also used the in-house fluids tool "Squirt" to handle larger scale sims and interaction for more tightly-coupled volumes and particles. Regarding the battle between Superman and Zod, Double Negative implemented real photography onto its digital doubles.
