Glossy Skin Issue in IRay

I occasionally use FaceGen to create my own character morph for use in Studio. I then load up the morph on the base character and use the skin texture generated by that program (which is not that great). I then usually apply the base IRay shader to the skin textures and then apply Anagenesis and usually get decent results.
Lately my skin looks shiny when it renders in IRay like it's wet. I've played around with glossiness settings, etc. but not being an IRay expert--I'm not sure how to get the skin not to look wet. I'm not sure if Anagenesis is doing that weird wet skin thing or if it's something else. In any case, can someone advise me regarding which settings would I need to look at and possibly adjust to drop the glossiness of the skin (lowering the glossiness doesn't seem to work).
I'm using sing DAZ 4.10.0.123
Comments
Try reducing Dual Lobe Specular Weight.
I believe Anagenesis and Anagenesis 2 both came out before Duel Lobe settings where released. What I recommend is select the figure in the scene tab and select Skin-Lips-Nails in the Surfaces Tab then find the Duel Lobe Specular Weight slider in the Surfaces Tab and slide it all the way off. :)
Toonces/Divamakeup:
Thanks so much, your solution worked great. I had no idea what Dual Lobe Settings does so I was playing with some of the other settings. Render on!
Also raising the glossy 'roughness' will make a calm shiny surface break up with roughness.
OMG Thank you, I've been looking for this setting for ages. It saved my render. I liked everything about it except the shininess was making the skin look like plastic. Turned the Dual Lobe Weight to Zero as suggested and it's looking great now.
There's a bad habit among of some PAs to utilise just about every shader setting available when there is no logical reason to do so. Who wants glossiness set to 100% on a pair of running shoes, or a suit, or any item of clothing and then tone it down with a high roughness setting. A pair of running shoes I have has emission settings, albeit set very low. Why would anyone in their right mind think that emmision (glow effect) is necessary for sneakers. I spending so much time removing and adjusting completely unnecessary texture/shader set-ups it's becoming ridiculous. Less is more in my book. If I want a pair of cotton pants with glossiness and specularity and Dual Lobe Settings set at stupid high levels I'll do it myself. But not likely.
I assume emission, which we've also seen in hair, is intended to fake light scattering or ambient light (I don't approve, but I can see why it might seem desirable for use in portrait-style renders).
Yeh Richard it's not the first time I've seen it. But it seems to me that if such a strong effect like emmisive it should be included as a shader-setup option rather than a default. Especially as your lighting set-up has the major influence over how it will finallly look. If I choose a very low light set-up I don't want those sneekers glowing like a light sourse. If I want that effect, which I probably never would, I can do that myself.
Emmission is similar top some lit shaders used in toon styles, but I like it all over nothing. It sort of makes sense in an animation to turn it on and off for just the characters that are the main action in a frame while leaving all off off.