Larger specular highlight for eye material

Thanks, Andrew.

‘Specific’ is a nice word for it c: None of the parameters in the material instance can make the highlight big and exaggerated. I was hoping to modify the material, but I’m not sure the material system even supports this.

I have been using light channels, but the feature requires the eyes, tear line and tear duct to be separate actors from the rest of the head. This makes blinking animations very difficult.

I don’t suppose there’s a way to do light channels by material?