Eye Highlights In Animation
By Neil Blevins
Created On: July 17th 2025
Software: Blender or 3dsmax (vray)

When making characters, one of the most important elements are the eyes. Many would say they are the window to the soul. While there are several aspects that give life to the eyes of a character, one important element are eye highlights, which are the white circles you may have seen in the eyes of 2d cartoon characters. But what makes a good 2d eye highlight doesn't necessarily translate well to 3d, so this lesson will go into what these highlights are, and how to best replicate them in 3d animation.


Use of eye highlights in Princess Mononoke by Studio Ghibli

Eye Highlights in Real Life

Highlights are actually specular reflections of bright light sources. So "Eye Highlights" are just bright reflections in the eyes of a light in your environment. For example, notice the two white dots in each of these eyes...



These are actually just reflections of two light bulbs that are in the room near the camera. And the two bulbs each reflect in each eye, creating 4 white dots. If instead of a round light bulb, the object being reflected was say a florescent light, the highlight in the eye would be a long rectangle instead of a circle. Learn more about reflections and highlights in this lesson: Specular Reflections.

Eye Highlights in 2D

Based on the real world, artists started adding stylized highlights into their drawings and 2d animations. They were so effective people even started adding them when there was nothing in the environment to justify them.

Anime does this a lot, for example, in this screengrab from Attack On Titan, notice the window is behind the character, and the window is really bright, and so is likely to produce an eye highlight if the character were facing the window, but instead they are facing away from the window, and yet still have strong eye highlights. This is a cheat that may not be anywhere near physically correct, but you can usually get away with when animating in 2d.


Attack On Titan eye highlights

Also do note, since a highlight is just a reflection of a light, it should follow the rules of reflectivity. So remember, always make sure the highlight appears on the same side in each eye in screen space. A common mistake I've seen is to paint a highlight, then mirror the eye, but not keep the highlight on the same side.

So avoid this, that looks unnatural...



And instead make sure it looks like this...



Eye Highlights in 3D

When making a 3d film, even if it's highly stylized, you want the eye highlights to follow at least some basic physics, otherwise it will look wrong. This is usually achieved by making your eyes reflective, and then placing a light right near the eyes to produce the highlight.

The issue is that in order to more carefully place the eye highlights to a pleasing spot in the eye, you'd have to change the main lighting in the scene. And this can be not only difficult, but could potentially ruin the lighting on other parts of the character or on the environment. So is there a way to have more control over eye highlight placement without having to move the rest of the scene lighting?

For this, we take an old trick from live action films, and have a light source in your scene that only appears as specular reflections  in the eyes. That way, no matter what the scene lighting is doing, you can always add that little highlight to the character's eyes to make them feel more alive.

Software Agnostic Setup

The basic ingredients are as follows:

Blender Example

1) Give the eye's material a high specularity with very little roughness and an ior of approx. 1.5. This makes the eye material very reflective.



2) Along with the current scene lighting, add an area light to the scene and place near the eyes. Please note, while having a separate eye highlight light allows you more flexibility in placing the highlight, don't let this special light wander too far away from another light in your environment that justifies the highlight, or else it might start to look unnatural.



3) For the most realism, leave the light in your scene, but if you want to make sure the light is always in the eyes, parent the light to the character's body root node, so when the character moves in the scene the light will come with it.
4) Select the light, go to the object properties tab, and under ray visibility, uncheck everything except "Glossy". This will make this light only affect the Specular Reflection of the eyeballs.



5) Finally, lets make sure the light only affects the eyes. Go to the "Shading" area of the light's "Object Properties" tab, go to Light Linking, click "New", and drag your two eyeballs from the Outliner into the Light Linking List. Now the spec only eye highlight light will only affect the eye objects and nothing else in your scene.





3dsmax (vray) Example

1) I start with a VrayMtl. Give the eye's material a Reflectuion Value (white) with very high Glossiness and an ior of approx. 1.6. This makes the eye material very reflective.



2) Along with the current scene lighting, add an area light to the scene and place near the eyes. Please note, while having a separate eye highlight light allows you more flexibility in placing the highlight, don't let this special light wander too far away from another light in your environment that justifies the highlight, or else it might start to look unnatural.



3) For the most realism, leave the light in your scene, but if you want to make sure the light is always in the eyes, parent the light to the character's body root node, so when the character moves in the scene the light will come with it.
4) Select the light, go to the Options rollout, and Uncheck "Affect Diffuse". This will make this light only affect the Specular Reflection of the eyeballs.



5) Finally, lets make sure the light only affects the eyes. Go to the "Options" dropdown of your light, click the "Exclude" button, change the mode to "Include" and then add your two eyes to the list. Now the spec only eye highlight light will only affect the eye objects and nothing else in your scene.





Conclusion

So next time the eyes of your character look dull or lifeless, add this special eye highlight, I think you'll see how much it adds to your scene.


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