Professional Documents
Culture Documents
MR.LONELY
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CODING :
#include<stdio.h> #include<conio.h> #include<stdlib.h> #include<graphics.h> void mycircle(); void myellipse(); void myline(); int dx,dy,x,y,p,xa,ya,xb,yb,rx,ry; int xlen,ylen,px,py,r,ch,xc,yc; int rx1,rx2,ry1,ry2; int midx,midy,xn,grok; int st,et; void mid(int,int); void main() { int dx,dy,x,y,p; int xa,ya,xb,yb; int gdriver=DETECT,gmode,errorcode; initgraph(&gdriver,&gmode,); errorcode=graphresult(); if(errorcode!=grok) { printf(Graphics error %s,grapherrormsg(errorcode)); printf(\n Press any key to halt); getch(); exit(1); } do { printf(\n1. Circle \n2. Ellipse \n3. Line \n4. Exit); printf(\nEnter your choice: ); scanf(%d,&ch); switch(ch) { case 1: mycircle(); break; case 2: myellipse();
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break; case 3: myline(); break; case 4: exit(0); default: printf(\nEnter correct choice); } } while(ch<=3); getch(); } void mycircle(); { printf(\nEnter the center and radius: ); scanf(%d%d%d,&xc,&yc,&r); x=0; y=r; mid(x,y); while(x<y) { if(p<0) x++; else { x++; y--; } if(p<0) p=p+2*(x+1); else p=p+2*(x-y)+1; mid(x,y); } } void myellipse() { printf(\nEnter the 8 angles: ); scanf(%d,&st); printf(\nEnter the angle: );
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scanf(%d,&et); printf(\nEnter the rx and ry value: ); scanf(%d%d,&rx,&ry); midx=getmaxx()/2+100; midy=getmaxy()/2+100; ellipse(midx,midy,st,et,rx,ry); getch(); } void myline() { printf(\nEnter the values of xa,ya: ); scanf(%d%d,&xa,&ya); printf(\nEnter the values of xb,yb: ); scanf(%d%d,&xb,&yb); dx=abs(xa-xb); dy=abs(ya-dx); if(xa>xb) { x=xb; y=yb; xn=xa; } else { x=xa; y=ya; xn=xb; } putpixel(x,y,255); while(x<xn) { x++; if(p<0) p=p+2*dy; else { y++; p=p+2*(dy-dx); } putpixel(x,y,255); midx=getmaxx()/2;
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midy=getmaxy()/2; } } void mid(int x,int y) { putpixel(xc+x,yc+y,255); putpixel(xc-x,yc+y,255); putpixel(xc+x,yc-y,255); putpixel(xc-x,yc-y,255); putpixel(xc+y,yc+x,255); putpixel(xc-y,yc+x,255); putpixel(xc+y,yc-x,255); putpixel(xc-y,yc-x,255); }
OUTPUT :
1. Circle 2. Ellipse 3. Line 4. Exit Enter your choice: 1 Enter the center and radius: 150 150 150
1. Circle 2. Ellipse 3. Line 4. Exit Enter your choice: 2 Enter the rx and ry values: 40 20
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1. Circle 2. Ellipse 3. Line 4. Exit Enter your choice: 3 Enter the values of xa and ya: 100 100 Enter the values of xb and yb: 300 300
1. Circle 2. Ellipse 3. Line 4. Exit Enter your choice: 4 CODING : #include<stdio.h> #include<conio.h> #include<graphics.h> #include<string.h> void main() { char ch=y; int gd=DETECT,gm,x1,x2; int rad,sa,ea,xrad,y,yrad; initgraph(&gd,&gm,); while(ch==y) { cleardevice(); setbkcolor(9); outtextxy(100,105,Enter your choice: ); outtextxy(100,105,1. Line); outtextxy(100,105,2. Circle); outtextxy(100,105,3. Box); outtextxy(100,105,4. Arc);
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outtextxy(100,105,5. Ellipse); outtextxy(100,105,6. Rectangle); outtextxy(100,105,7. Exit); ch=getch(); cleardevice(); switch(ch) { case 1: line(100,200,300,400); break; case 2: circle(200,200,100); break; case 3: setfillstyle(5,4); bar(100,300,200,100); break; case 4: setfillstyle(5,4); arc(200,200,100,300,100); break; case 5: setfillstyle(5,4); fillellipse(100,200,50,100); break; case 6: settextstyle(DEFAULT_FONT,0,2); line(100,100,100,300); line(300,300,100,300); line(100,100,300,100); line(300,100,300,300); break; case 7: closegraph(); return; } ch=y; getch(); } }
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OUTPUT
1. 2. 3. 4. 5. 6. 7. Line Circle Box Arc Ellipse Rectangle Exit
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1. 2. 3. 4. 5. 6. 7.
1. 2. 3. 4. 5. 6. 7.
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1. Line 2. Circle 3. Box 4. Arc 5. Ellipse 6. Rectangle 7. Exit Enter your choice:4
1. Line 2. Circle 3. Box 4. Arc 5. Ellipse 6. Rectangle 7. Exit Enter your choice: 5
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1. Line 2. Circle 3. Box 4. Arc 5. Ellipse 6. Rectangle 7. Exit Enter your choice: 6
1. Line 2. Circle 3. Box 4. Arc 5. Ellipse 6. Rectangle 7. Exit Enter your choice: 7
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CODING :
#include<stdio.h> #include<conio.h> #include<graphics.h> #include<math.h> void main() { int opt,tx,ty,an,shx,poly[50],poly1[50]; int I,n=0,t; int gd=DETECT,gm; initgraph(&gd,&gm,); printf(Enter the number of lines to draw: ); scanf(%d,&n); t=(n+1)*2; for(i=0;i<t;i+=2) { printf(\nEnter (x,y) values: ); scanf(%d%d,&poly[i],&poly1[i]); } do { Cleardevice(); for(i=0;i<=t;i++) { poly1[i]=poly[i]; poly1[i+1]=poly[i+1]; } drawpoly(n+1,poly1);
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printf(\nBasic geometric transformation); printf(\n1. Translation\n2. Rotation\n3. Scaling); printf(\nOther transformation); printf(\n4. Reflection\n5. Shear\n6. Exit); printf(\nEnter your option: ); scanf(%d,&opt); switch(opt) { case 1: printf(\nEnter (tx,ty) values: ); scanf(%d%d,&tx,&ty); for(i=0;i<=t;i+=2) { poly[i]=poly[i+1]+tx; poly1[i+1]=poly[i+1]+ty; } drawpoly(n+1,poly1); break; case 2: printf(\nEnter the angle to rotate: ); scanf(%d,&an); for(i=0;i<=t;i+=2) { poly1[i]=(poly[i]*cos(an))-(poly[i+1]*sin(an)); poly1[i]=(poly[i]*sin(an))-(poly[i+1]*cos(an)); } drawpoly(n+1,poly1); break; case 3: printf(\nEnter scaling factor (x,y): ); scanf(%d%d,&tx,&ty); for(i=0;i<=t;i+=2) { poly1[i]=(poly[i]*tx); poly1[i+1]=(poly[i+1]*ty); } drawpoly(n+1,poly1); break; case 4: for(i=0;i<=t;i++) {
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poly1[i]=250-poly[i]; poly1[i+1]=poly[i+1]; } drawpoly(n+1,poly1); break; case 5: printf(\nEnter the shear value: ); scanf(%d%d,&shx,&tx); for(i=0;i<=t;i+=2) { poly1[i]=poly[i]+(shx*poly[i+1]-tx); poly1[i+1]=poly[i+1]; } drawpoly(n+1,poly1); break; case 6: exit(0); } Getch(); } while(opt<6); closegraph(); }
OUTPUT :
Enter the number of lines to draw: 3 Enter (x,y) values: 200 200 Enter (x,y) values: 150 250 Enter (x,y) values: 250 250 Enter (x,y) values: 200 200
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2. Rotation 3. Scaling Other transformation 4. Reflection 5. Shear 6. Exit Enter your choice: 1 Enter (tx,ty) values: 40 40
Basic geometric transformation: 1. Translation 2. Rotation 3. Scaling Other transformation 4. Reflection 5. Shear 6. Exit Enter your choice: 2 Enter the angle to rotate: 60
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2. Rotation 3. Scaling Other transformation 4. Reflection 5. Shear 6. Exit Enter your choice: 3 Enter scaling factor: 1 2
Basic geometric transformation: 1. Translation 2. Rotation 3. Scaling Other transformation 4. Reflection 5. Shear 6. Exit Enter your choice: 4
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Basic geometric transformation: 1. Translation 2. Rotation 3. Scaling Other transformation 4. Reflection 5. Shear 6. Exit Enter your choice: 6
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CODING :
#include<stdio.h> #include<conio.h> #include<stdlib.h> #include<math.h> #include<graphics.h> typedef struct coordinate { int x,y; char code[4]; }pt; void drawwindow(); void drawline(pt p1,pt p2,int cl); pt setcode(pt p); int visibility(pt p1,pt p2); int resetenddpoint(pt p1,pt p2); int main() { int gd=DETECT,gm,v; pt p1,p2,temp; initgraph(&gd,&gm,c:\\tc\\bg:); clrscr(); cleardevice(); printf(\nEnter the endpoint1(x,y): ); scanf(%d%d,&p1.x,&p1.y); printf(\nEnter the endpoint2(x,y): ); scanf(%d%d,&p2.x,&p2.y); printf(\nClipping window); drawwindow(); getch(); clrscr(); printf(BEFORE CLIPPING); drawwindow(); drawline(p1,p2,5); getch();
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p1=setcode(p1); p2=setcode(p2); v=visibility(p1,p2); switch(v) { case 0: clrscr(); drawwindow(); drawline(p1,p2,5); break; case 1: clrscr(); drawwindow(); break; case 2: clrscr(); printf(AFTER CLIPPING); p1=resetendpoint(p1,p2); p2=resetendpoint(p2,p1); drawwindow(p1,p2,5); drawline(p1,p2,5); break; } getch(); closegraph(); return(0); } void drawwindow() { setcolor(RED); line(150,100,450,100); line(450,100,450,350); line(450,350,150,350); line(150,350,150,100); }
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void drawline(pt p1,pt p2,int cl) { setcolor(cl); line(p1.x,p1.y,p2.x,p2.y); } pt setcode(pt p) { pt ptemp; if(p.y<100) ptemp.code[0]=1; else ptemp.code[0]=0; if(p.y>350) ptemp.code[1]=1; else ptemp.code[1]=0; if(p.x>450) ptemp.code[2]=1; else ptemp.code[2]=0; if(p.x<150) ptemp.code[3]=1; else ptemp.code[3]=0; ptemp.x=p.x; ptemp.y=p.y; return(ptemp); } int visibility(pt p1,pt p2) { int i,flag=0; for(i=0;i<4;i++) { if((p1.code[i]!=0)||(p2.code[i]!=0)) flag=1;
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} if(flag==0) return(0); for(i=0;i<4;i++) { if((p1.code[i]==p2.code[i])&&(p1.code[i]==1)) flag=0; } if(flag==0) return(1); return(2); } pt resetendpoint(pt p1,pt p2) { pt temp; int x,y,i; float m,k; if(p1.code[3]==1) x=150; if(p1.code[2]==1) x=450; if((p1.code[3]==1)||(p1.code[2]==1)) { m=(float)(p2.y-p1.y)/(p2.x-p1.x); k=(p1.y+(m*(x-p1.x))); temp.y=k; temp.x=k; for(i=0;i<4;i++) temp.code[i]=p1.code[i]; if(temp.y<=350&&temp.y>=100) return(temp); } if(p1.code[0]==1) y=100; if(p1.code[1]==1)
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y=350; if((p1.code[0]==1)||(p1.code[1]==1)) { m=(float)(p2.y-p1.y)/(p2.x-p1.x); k=(float)p1.x+(float)(y-p1.y)/m; temp.x=k; temp.y=y; for(i=0;i<4;i++) temp.code[i]=p1.code[i]; return(temp); } else return(p1); }
OUTPUT :
Enter endpoint1(x,y): 50 50 Enter endpoint2(x,y): 500 500 CLIPPING WINDOW
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BEFORE CLIPPING
AFTER CLIPPING
CODING :
#include<stdio.h> #include<conio.h> #include<string.h> #include<math.h> #include<graphics.h> #include<type.h> #define HEADER POLYGON CLIPPING SUTHERLAND HODGEMAN ALGORITHM int xwmin,ywmin,xwmax,ywmax; int x[10],y[10],a[10],b[10],p[20]; char pas[20]; int ptr,n,pent,flag;
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void getdata; void conspoly; void clip; int visible(int e,int x1,int y1,int x2,int y2) { void clipdraw(); void getdata() { int i,c,r; setcolor(RED); settextstyle(4,0,1); outtextxy(10,5,HEADER); outtextxy(150,25,input window size); outtextxy(25,40,window left); scanf(%d,&xwmin); outtextxy(25,55,window top); scanf(%d,&ymin); outtextxy(25,55,window right); scanf(%d,&xwmax); outtextxy(25,55,window bottom); scanf(%d,&ywmax); outtextxy(150,95,Input polygon points); outtextxy(25,110,No. of sides); scanf(%d,&n); outtextxy(25,125,x-value : y-value); c=5; r=13; for(i=0;i<n;i++) { gotoxy(c,r); scanf(%d,&x[i]); gotoxy(c+=20,r++); scanf(%d,&y[i]); c=5; } } void conspoly() { int i; cleardevice(); setcolor(10);
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settextstyle(3,0,1); outtextxy(100,40,Before clipping); rectangle(xwmin,ywmin,xwmax,ywmax); moveto(x[0],y[0]); for(i=0;i<n;i++) lineto(x[i],y[i]); lineto(x[0],y[0]); getch(); } void clip() { int i,fx,fy,sx,sy,e=1,vi,k; while(e<5) { i=0; pent=n,n=0,ptr=0; while(i<pent) { if(!i) { fx=x[0]; fy=y[0]; } Else intersect(e,sx,sy,x[i],y[i]); sx=x[i]; sy=y[i]; vi=visible(e,sx,sy); if(vi) { a[ptr]=sx; b[ptr]=sy; ptr++; n++; } i++; } Intersect(e,fx,fy,sx,sy); e++; for(k=0;k<n;k++) {
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x[k]=a[k]; y[k]=b[k]; } k=0; for(i=0;i<n;i++) { p[k]=x[i]; p[k+1]=y[i]; k+=2; } cleardevice(); sprintf(pos,pass %d,n-4); outtextxy(100,50,pas); fillpoly(n,p); rectangle(xwmin,ywmin,xwmax,ywmax); getch(); } } int visible(int e,int x,int y) { if(e==1) { if(x>=xwmin) return(1); else return(0); } else if(e==2) { if(y>=ywmin) return(1); else return(0); } else if(e==3) { if(x<=xwmax) return(1); else return(0); }
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else if(e==4) { if(y<=ywmax) return(1); else return (0); } return 0; } void intersect(int e,int x1,int y1,int x2,int y2) { float slope; int f=0; if(x2==x1) { slope=(float)(y2-y1)/(x2-x1); f=1; } else { slope=(float)(y2-y1)/(x2-x1); f=2; } if(e==1) { if((x1<=xwmin&&x2>=xwmin)||(x1>=xwmin&&x2<=xwmin)) { a[ptr]=xwmin; if(f==2) b[ptr]=slope*(xwmin-x1)+y1; else b[ptr]=(xwmin-x1)/slope+y1; ptr++; n++; } } else if(e==2) { if((y1>=ywmin&&y2<=ywmin)||(y1<=ywmin&&y2>=ywmin)) { b[ptr]=ywmin;
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if(f==2) a[ptr]=(ywmin-y1)/slope+x1; else a[ptr]=slope*(ywmin-y1)+x1; ptr++; n++; } } else if(e==3) { if((x1<=xwmax&&x2>=xwmax)||(x1>=xwmax&&x2<=xwmax)) { a[ptr]=xwmax; if(f==2) b[ptr]=slope*(xwmax-x1)+y1; else b[ptr]=(xwmax-x1)/slope+y1; ptr++; n++; } } else if(e==4) { if((y1<=ywmax&&y2>=ywmax)||(y1>=ywmax&&y2<=ywmax)) { b[ptr]=ywmax; if(f==2) a[ptr]=(ywmax-y1)/slope+x1; else a[ptr]=slope*(ywmax-y1)+x1; ptr++; n++; } } } void clipdraw() { int k=0,i; for(i=0;i<n;i++) { p[k]=a[i];
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p[k+1]=b[i]; k+=2; } cleardevice(); outtextxy(100,50,Clipped polygon image); setfillstyle(3,BLUE); fillpoly(n,p); rectangle(xwmin,ywmin,xwmax,ywmax); getch(); } void main() { int gd=DETECT,gm; initgraph(&gd,&gm,); getdata(); conspoly(); clip(); clipdraw(); closegraph(); }
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OUTPUT :
POLYGON CLIPPING SUTHERLAND HODGEMAN ALGORITHM Input window size Window left: 100 Window top: 100 Window right: 300 Window bottom: 300 Input polygon points No. of sides: 4 X values 50 175 400 275 BEFORE CLIPPING
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PASS 1:
PASS 2:
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PASS 3:
PASS 4:
CODING :
#include<stdio.h> #include<conio.h> #include<graphics.h> #include<math.h> void main() {
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int op,poly[20],poly1[20],poly2[20],poly3[20]; int tx,ty,sx,sy,xr,yr,a,i,n,t; int gd=DETECT,gm; clrscr(); initgraph(&gd,&gm,); printf(\nEnter the number of edges: ); scanf(%d,&n); n=n+1; t=2*n; for(i=0;i<t;i+=2) { printf(\nEnter the X and Y coordinates: ); scanf(%d%d,&poly[i],&poly[i+1]); poly[i]=poly[i]+40; poly[i+1]=poly[i+1]+40; poly1[i]=poly[i]+90; poly1[i+1]=poly[i+1]+90; } poly[t]=poly[0]; poly[t+1]=poly[1]; poly1[t]=poly1[0]; poly1[t+1]=poly1[1]; do { sleep(2); clrscr(); cleardevice(); outtextxy(70,70,Original image); drawpoly(n,poly1); drawpoly(n,poly1); for(i=0;i<t;i+=2) line(poly[i],poly[i+1],poly1[i],poly1[i+1]); printf(\n3D transformation \n1. Translation\n2. Scaling\n3. Rotate\n4. Reflection\n5. Exit); printf(\nEnter your option: ); scanf(%d,&op); switch(op) { case 1: printf(\nEnter the translation factor); scanf(%d%d,&tx,&ty); for(i=0;i<t;i+=2)
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{ poly2[i]=poly[i]+tx; poly2[i+1]=poly[i+1]+ty; poly3[i]=poly1[i]+tx; poly3[i+1]=poly1[i+1]+ty; } poly2[t]=poly2[0]; poly2[t+1]=poly2[1]; poly3[t]=poly3[0]; poly3[t+1]=poly3[1]; drawpoly(n,poly2); drawpoly(n,poly3); for(i=0;i<t;i+=2) line(poly2[i],poly2[i+1],poly3[i],poly3[i+1]); break; case 2: printf(\nEnter the scaling factor: ); scanf(%d%d,&sx,&sy); for(i=0;i<t;i+=2) { poly2[i]=poly[i]*sx; poly2[i+1]=poly[i+1]*sy; poly3[i]=poly1[i]*sx; poly3[i+1]=poly1[i+1]*sy; } poly2[t]=poly2[0]; poly2[t+1]=poly2[1]; poly3[t]=poly3[0]; poly3[t+1]=poly3[1]; drawpoly(n,poly2); drawpoly(n,poly3); for(i=0;i<t;i+=2) line(poly2[i],poly2[i+1],poly3[i],poly3[i+1]); break; case 3: printf(\nEnter the rotation factor: ); scanf(%d%d%d,&xr,&yr,&a); for(i=0;i<t;i+=2) { poly2[i]=xr+((poly[i]-xr)*cos(a))-((poly[i+1]-yr)*sin(a)); poly2[i+1]=yr+((poly[i+1]-yr)*cos(a))-((poly[i]-xr)*sin(a));
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poly3[i]=xr+((poly1[i]-xr)*cos(a))-((poly1[i+1]-yr)*sin(a)); poly3[i+1]=yr+((poly1[i+1]-yr)*cos(a))-((poly1[i]-xr)*sin(a)); } poly2[t]=poly2[0]; poly2[t+1]=poly2[1]; poly3[t]=poly3[0]; poly3[t+1]=poly3[1]; drawpoly(n,poly2); drawpoly(n,poly3); for(i=0;i<t;i+=2) line(poly2[i],poly2[i+1],poly3[i],poly3[i+1]); sleep(2); break; case 4: printf(\nReflection); for(i=0;i<t;i+=2) { poly2[i]=640-poly[i]; poly2[i+1]=poly[i+1]; poly3[i]=640-poly1[i]; poly3[i+1]=poly1[i+1]; } poly2[t]=poly2[0]; poly2[t+1]=poly2[1]; poly3[t]=poly3[0]; poly3[t+1]=poly3[1]; drawpoly(n,poly2); drawpoly(n,poly3); for(i=0;i<t;i+=2) line(poly2[i],poly2[i+1],poly3[i],poly3[i+1]); break; case 5: exit(0); } }while(op<=5); getch(); closegraph(); }
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OUTPUT :
Enter the number of edges: 4 Enter the x and y coordinates: 100 100 Enter the x and y coordinates: 100 200 Enter the x and y coordinates: 200 200 Enter the x and y coordinates: 200 100 Enter the x and y coordinates: 100 100 3D TRANSFORMATION 1. Translation 2. Scaling 3. Rotation 4. Reflection 5. Exit ORIGINAL IMAGE
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Enter your option: 3 Enter the rotation factor: 100 200 100
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EXNO: 9
AIM: To draw 3-D scene and 3-D object using MAYA. PROCEDURE FOR 3-D SCENE: 1. Open the MAYA software.
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4. A new window titled VISOR opens, displaying all the available brushes.
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6. Select the scene of your choice and drag the scene to the GRID using the Mouse Middle Button. A D scene appears as shown in the below figure. 7. The scene obtained is called a wireframe and appears as shown below.
3-
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8. Press the key 5 in the number pad to apply a surface to the 3-D scene.
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9. Press the key 6 in the number pad to apply a surface to the 3-D scene.
10. Press the IPRRENDER button in the tool bar to obtain the final output of the 3-D scene created.
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2. Draw a polygon structure using the polygon draw tool. Wired polygon structure will appear.
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3. Press the key 5 in the number pad to apply a surface to the 3D Scene.
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4. Now select the object and choose edit option in the left pane. Select Material attribute and choose the color. The color is applied to the object.
5. Press the IPRRENDER button in the tool barto obtain the final output of the 3D object created.
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RESULT: Thus the 3-D scene and 3D object was successfully created using MAYA.
EX NO 10
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4. In the menu that appears Right Click at the top of the menu for the hypershade menu to appear and select Hypershade and Perspective option.
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5. In the hypershade menu select the FRACTAL texture from the hypershade window.
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6. Select the texture icon from the work area and press Ctrl+a to open the attribute window of the object.
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7. In the attribute window make the desired changes to the texture like changing the color etc.
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8. Select the texture icon from the work area and right click till the menu appears. Select the object and select the option Assign Textures Material To Selection.
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10. Press 6 in the number pad to assign the designed texture to the object.
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11. Press the IPR RENDER button in the tool bar to obtain the actual output of the object, which opens in the render window.
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RESULT : Thus the fractal images are generated using MAYA software.
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