The MeshPhongMaterial do not work

   let width, height;
    const params = {
        color: '#eae9e9'
    };
    width = window.innerWidth; height = window.innerHeight;
    const scene = new THREE.Scene();
    scene.background = new THREE.Color( params.color );
    const camera = new THREE.PerspectiveCamera( 75,width/height, 0.1, 1000 );
    const renderer = new THREE.WebGLRenderer();
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( width , height );
    document.body.appendChild(renderer.domElement);
    var geometry = new THREE.IcosahedronGeometry( 1.5, 0);
    const material = new THREE.MeshPhongMaterial({color: '#F00', shininess: 100})
    const t = new THREE.Mesh( geometry, material );
    t.position.x = 4.6;
    t.position.y += 0.5;
    scene.add(t);
    camera.position.z = 5;
    function animate() {
        requestAnimationFrame( animate );
        t.rotation.x += 0.0050;
        t.rotation.y += 0.0050;
        renderer.render( scene, camera );
    };
    animate();

This is my code, The MeshPhongMaterial dont work

MeshPhongMaterial needs a light, PointLight, DirectLight or another light.

On the pages of the Collection of examples from discourse.threejs.org you can find some examples with light.

See e.g.
BeginnerExample
TransparentPartsDisappear

I’ ll try it! Thanks!

let width, height;
    const params = {
        color: '#eae9e9'
    };
    width = window.innerWidth; height = window.innerHeight;
    const scene = new THREE.Scene();
    scene.background = new THREE.Color( params.color );
    const camera = new THREE.PerspectiveCamera( 75,width/height, 0.1, 1000 );
    const renderer = new THREE.WebGLRenderer();
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( width , height );
    document.body.appendChild(renderer.domElement);
    var geometry = new THREE.IcosahedronGeometry( 1.5, 0);
    const material = new THREE.MeshPhongMaterial({color: '#F00', shininess: 100})
    const t = new THREE.Mesh( geometry, material );
    const light = new THREE.PointLight( 0xff0000, 1, 100 );
    light.position.set( 50, 50, 50 );
    scene.add( light );
    t.position.x = 4.6;
    t.position.y += 0.5;
    scene.add(t);
    camera.position.z = 5;
    function animate() {
        requestAnimationFrame( animate );
        t.rotation.x += 0.0050;
        t.rotation.y += 0.0050;
        renderer.render( scene, camera );
    };
    animate();

still not working

Your light is too far away. Either remove the distance:

const light = new THREE.PointLight( 0xff0000, 1 );

Or make it larger:

const light = new THREE.PointLight( 0xff0000, 1, 1000 );

can someone make the Phong Material for me? I need it to be like, of black color and realistic. Thanks in Advanced!

trying, right now.

Working, Thanks

I wanted to ask another thing, how do I color all sides
of the shape differently?

You should always ask new problems in a new question. :slightly_smiling_face:

Take a look at this from the collection:
NumberedIcosahedron
OctahedronMultipleTexture