I’m sorry. I really meant to help you before, but some stuff came up and I disappeared there for a bit, then forgot about the thread until just now.
Anyway, for what you are trying to do, I’d probably go a different route all together. I don’t think the UberMapping is going to help you much here.
Attached is an example: eye.blend (199.1 KB)
- For the specular, I’m using a spherical gradient with a greater than node, but you could really use any method/texture for the spec shape here. Do note that the eye must be UV mapped, however.
- The eye has a UVProject modifier, targeting the spec.location object (circle shape). This projects the specular spot along it’s Z axis onto the eye. This allows you to easily control the position by rotating the spec.location object around the eye. Select it and hit [r r] for trackball rotate mode to see the effect.
- The size of the specular spot is controlled through a driver located in the material, that is linked to the spec.size (wedge shape)'s local x location. The other axes are locked, so you can simply grab it with [g] and slide it back and forth to see the effect.
Hope that helps!