is it possible to make light not follow object geometry? I made a character that has abnormal eyes shape, and set a principled BSDF material for the lights to reflect a round white dot over it. But in some corners the light gets distorted due to the abnormal faces of the mesh. Is it possible to make the light not follow the geometry of the eye, and just display a round dot in every part of it?
Here is the file:
https://www.mediafire.com/file/ojmqwbeqhpsikvh/zzzzzz.blend/file
You can achieve an effect like this by manipulating the normal.
Here's Suzanne showing the difference with the default surface Normal and the manipulated Normal based on the vector from the origin to the surface point :

By using a Normal calculated based on the origin, the reflection will always be as if it is formed on the surface of a sphere - thereby ignoring the geometry. Obviously the reflection is still on the surface of the mesh, but it is as if it is pointing in the direction a sphere's surface would be pointing if it were a sphere of that size at that point.
Without the manipulated Normal you can see the distorted reflection due to the surface geometry and with the manipulated Normal it becomes a symetrical circular reflection.