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I believe this does it...
#declare RhombicTriacontahedron =
intersection
{plane {-z, 1 rotate <58.28252558854, -36, 0>}
plane {-z, 1 rotate <58.28252558854, -108, 0>}
plane {-z, 1 rotate <58.28252558854, -180, 0>}
plane {-z, 1 rotate <58.28252558854, -252, 0>}
plane {-z, 1 rotate <58.28252558854, -324, 0>}
plane {z, 1 rotate <58.28252558854, -36, 0>}
plane {z, 1 rotate <58.28252558854, -108, 0>}
plane {z, 1 rotate <58.28252558854, -180, 0>}
plane {z, 1 rotate <58.28252558854, -252, 0>}
plane {z, 1 rotate <58.28252558854, -324, 0>}
plane {-y, 1 rotate <58.28252558854, -36, 0>}
plane {-y, 1 rotate <58.28252558854, -108, 0>}
plane {-y, 1 rotate <58.28252558854, -180, 0>}
plane {-y, 1 rotate <58.28252558854, -252, 0>}
plane {-y, 1 rotate <58.28252558854, -324, 0>}
plane {y, 1 rotate <58.28252558854, -36, 0>}
plane {y, 1 rotate <58.28252558854, -108, 0>}
plane {y, 1 rotate <58.28252558854, -180, 0>}
plane {y, 1 rotate <58.28252558854, -252, 0>}
plane {y, 1 rotate <58.28252558854, -324, 0>}
plane {-x, 1 rotate <58.28252558854, -36, 0>}
plane {-x, 1 rotate <58.28252558854, -108, 0>}
plane {-x, 1 rotate <58.28252558854, -180, 0>}
plane {-x, 1 rotate <58.28252558854, -252, 0>}
plane {-x, 1 rotate <58.28252558854, -324, 0>}
plane {x, 1 rotate <58.28252558854, -36, 0>}
plane {x, 1 rotate <58.28252558854, -108, 0>}
plane {x, 1 rotate <58.28252558854, -180, 0>}
plane {x, 1 rotate <58.28252558854, -252, 0>}
plane {x, 1 rotate <58.28252558854, -324, 0>}
}
Looks good to me... wasn't as complicated as I was expecting.
Carl
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