title: POV Ray Rendering fails
body: <p>I am trying to render this code using POVRay 3.7:</p>
  
  <pre><code>#include "colors.inc"
  #include "glass.inc"
  #include "golds.inc"
  #include "metals.inc"
  #include "stones.inc"
  #include "woods.inc"
  #include "shapes.inc"
  #include "textures.inc"
  #include "spectral.inc"
  #include "rand.inc"
  #include "math.inc"
  
  
  #declare MaxTrace    = 60;
  #declare Radio       = 1;
  #declare Photons     = 10000000;
  #declare Sunlight    = 0;
  #declare SkyEmission = 5;
  
  #declare RoomDesign  = 1;
  
  
  camera {                                // sPlace the camera
    sky &lt;0,0,1&gt;                           // Zenith of camera attached  Ref Frame
    direction &lt;-1,0,0&gt;                    // First look at left of the screen plane
    right &lt;4/3,0,0&gt;                       // Right side expanded 
    location  &lt;50,0,120&gt;                  // Camera location
    look_at   &lt;8,5,50&gt;                    // Where camera is pointing
    angle 50                              // Angle of the view
  }
  
  global_settings { ambient_light White } //Ambient light to "brighten up" darker pictures
  
  #declare Lamp = union {
    light_source {&lt;0,0,6&gt;, SpectralEmission(E_Blackbody(5500)) * 2000
    fade_power 2
    fade_distance 5
    photons {reflection on refraction on }
    }
  
    sphere { 0, 5
      pigment { SpectralEmission(E_Blackbody(5500)) }
      finish {emission 3 ambient 0 diffuse 0}
      no_shadow
      no_radiosity
    }
  
    translate &lt;0, 150, 200&gt;
  }
  
  object {Lamp}
  
  background { color White}
  
  
  /*plane {
    &lt;0,-0,1&gt;, -2                          //This represents the plane 0x+0y+z=0
    texture { Copper_Metal}               //The texture comes from the file "metals.inc"
     }*/
  
  #declare alp =  32.0*pi/180;            // this is the shells own angular constant
  #declare bet = -12.0*pi/180;            // "
  #declare omg =  1.5*pi/180;             // rotation angle
  #declare mu  =  29*pi/180;              // "
  #declare phi =  17*pi/180;              // "
  #declare A   =  20;                     // size
  #declare D1  =  1;                      // direction of coiling
  #declare D2  = -1;                      // ditto
  #declare N   =  7;                      // Number of spines
  #declare W1  =  5*pi/180;               // angle of spines
  #declare W2  = 27*pi/180;               // "
  #declare L   = 8*pi/180;                // "
  #declare P   = 3*pi/180;                // "
  
  
  
  #declare a = 40;                        // Apperture semi major axis
  #declare b = 17;                        // Apperture semi minor axis 
  #declare aperture_R = function(u,v) {
                                  1 / sqrt(
                                              pow(cos(u)/a,2)
                                          +   pow(sin(u)/b,2)
                                          )
                                      }
  #declare l = function(u) { 
                              (2*pi/N) * 
                                          (
                                                N*u/(2*pi) - 
                                          floor(N*u/(2*pi))
                                          ) 
                          }
  
  object {
  
      parametric {
          function { D1 * (
                                  A*sin(bet)*cos(v) 
                              +           cos(u)*cos(v)*aperture_R(u,v) 
                              -           sin(u)*sin(v)*aperture_R(u,v) 
                          ) * exp(v/tan(alp)) 
                  }
          function { (
                              -1* A*sin(bet)*sin(v) 
                              -           cos(u)*sin(v)*aperture_R(u,v) 
                              -           sin(u)*cos(v)*aperture_R(u,v) 
                      )*exp(v/tan(alp))
                  }
          function { (
                              -1* A*cos(bet) 
                              +           sin(u)*aperture_R(u,v) 
                      )*exp(v/tan(alp))
                  }
          &lt;0,0&gt;,&lt;pi,pi&gt;
          accuracy 0.01
          precompute 10 x,y,z
      }
      texture {NBwinebottle}
      rotate &lt;0,20,47&gt;
      scale &lt;4,4,4&gt;
  }
  </code></pre>
  
  <p>I took the code from <a href="http://www.mat.uc.pt/%7Epicado/conchas/eng/article.pdf" rel="nofollow noreferrer">here</a>.</p>
  
  <p>However, the only render is the white screen. I have tried shuffling <code>u</code> and <code>v</code> parameters. I have tried changing the camera position and direction. However, I see nothing.</p>
  
  <p>Where did I go wrong? I am pretty sure I did the equations correct, but please help me. I really need help. Thank you.</p>