#declare Texture1 = texture { pigment { color rgbt <0,1,0,0.5> } finish { ambient 0.2 diffuse 0.8 specular 0.6 roughness 0.01 } } #declare V0 = (sqrt(5) - 1) / 4; mesh { triangle { <0,V0,-1/2>, , <-V0,1/2,0> } triangle { <0,V0,1/2>, <-V0,1/2,0>, } triangle { <0,V0,1/2>, <0,-V0,1/2>, <-1/2,0,V0> } triangle { <0,V0,1/2>, <1/2,0,V0>, <0,-V0,1/2> } triangle { <0,V0,-1/2>, <0,-V0,-1/2>, <1/2,0,-V0> } triangle { <0,V0,-1/2>, <-1/2,0,-V0>, <0,-V0,-1/2> } triangle { <0,-V0,1/2>, , <-V0,-1/2,0> } triangle { <0,-V0,-1/2>, <-V0,-1/2,0>, } triangle { <-V0,1/2,0>, <-1/2,0,V0>, <-1/2,0,-V0> } triangle { <-V0,-1/2,0>, <-1/2,0,-V0>, <-1/2,0,V0> } triangle { , <1/2,0,-V0>, <1/2,0,V0> } triangle { , <1/2,0,V0>, <1/2,0,-V0> } triangle { <0,V0,1/2>, <-1/2,0,V0>, <-V0,1/2,0> } triangle { <0,V0,1/2>, , <1/2,0,V0> } triangle { <0,V0,-1/2>, <-V0,1/2,0>, <-1/2,0,-V0> } triangle { <0,V0,-1/2>, <1/2,0,-V0>, } triangle { <0,-V0,-1/2>, <-1/2,0,-V0>, <-V0,-1/2,0> } triangle { <0,-V0,-1/2>, , <1/2,0,-V0> } triangle { <0,-V0,1/2>, <-V0,-1/2,0>, <-1/2,0,V0> } triangle { <0,-V0,1/2>, <1/2,0,V0>, } rotate <0,0,90> }