Just needing a bit of help on this:
While making an eye material for my character, I saw that the outer surface had that annoying “grain” in it. How do I fix it?
Image below for values reference, additional criticism appreciated
This is because you are using dithered transparency. It’s a type of transparency that’s more accurate, at the cost of noise.
There are 2 ways to fix this:
Increase the render samples until it’s clean. This is the better option if you can because dithered is higher quality.
Switch to blended transparency.
Blended transparency is noise free (at least on the material itself, not the shadow), but can have problems with depth sorting (the back faces of objects can wrongly appear in front). In this case, blended might work well as it’s a simple object where you don’t see the back side. However, it would likely fail on a complex glass sculpture.
By the way, you don’t need to do this setup with the mix node and transparent BSDF, changing the alpha slider on the principled shader does the same thing.