Corona & V-Ray Material Converter — Full Feature List
MAX2C4D converts your entire 3ds Max scene to Cinema 4D — not just geometry, but the full Corona and V-Ray material graphs, lights, cameras, and render settings. Here's everything that transfers.
1Corona Materials
Every Corona material type supported in 3ds Max is recreated as a native Corona material in Cinema 4D. Not a Standard material approximation — the actual Corona material with all properties intact.
CoronaPhysicalMtl
Base color, roughness, metalness, IOR, anisotropy, SSS, clearcoat, thin film, volumetrics, emission — every parameter mapped
CoronaLegacyMtl
Diffuse, reflect, refract, opacity, bump, displacement — full legacy material support
CoronaLayeredMtl
Multiple material layers with blend modes, masks, and per-layer properties preserved
CoronaLightMtl
Self-illuminating materials with intensity, color, and emission properties
CoronaHairMtl
Hair-specific shading with melanin, roughness, and scatter parameters
CoronaSkinMtl
SSS skin shader with scatter radius, color, and absorption
CoronaVolumeMtl
Volumetric materials with absorption, scattering, and emission
3ds Max Standard / Physical
Native Max materials converted to the closest C4D equivalent
Multi/Sub-Object
Material ID assignments transferred via polygon Selection Tags — per-polygon accuracy
CoronaToonMtl
Toon shading with outline, refraction, and opacity textures
CoronaFabricMtl
Fabric shading with opacity, bump, and displacement values
CoronaRaySwitcherMtl
Per-ray-type material switching — camera, reflection, refraction, GI
CoronaSlicerMtl
Boolean slicing with cap material and pattern settings
CoronaSelectMtl
Object-based material selection with nested container support
CoronaDecalMtl
Projection-based decal material with position and blending
2V-Ray Materials
Every V-Ray material type is mapped 1:1 to its V-Ray for Cinema 4D equivalent. Full shader trees, nested texmaps, and all per-material parameters are preserved — no baking, no approximation.
VRayMtl
Diffuse, reflect, refract, SSS, coat, sheen, thin film — full 1:1 mapping to VRay C4D
VRayLightMtl
Self-illuminating with intensity, color, two-sided emission
VRayBlendMtl
Base + up to 10 blend layers with masks and weights
VRay2SidedMtl
Front/back materials with translucency
VRayFastSSS2
Subsurface scattering with scatter radius, color, profile
VRaySwitchMtl
Per-ray-type switching — camera, GI, reflection, refraction
VRayHairNextMtl
Hair with melanin, pheomelanin, glossiness, scatter
VRayCarPaintMtl
Automotive paint with flake, coat, and base layers
VRayFlakesMtl
Stochastic flakes for metallic/glitter finishes
VRayToonMtl
Toon/cel shading with outline and fill controls
VRayBumpMtl
Bump/normal map wrapper for any material
VRayOverrideMtl
Per-ray-type material overrides
VRaySkinMtl
Skin SSS with deep/medium/shallow scatter layers
3Shader Nodes — 80+ Types Recursively Mapped
The full node graph is preserved, not collapsed. Nested composites, Output curves, mapping channels — every connection is recreated in Cinema 4D's node editor exactly as it was in 3ds Max.
Corona Nodes
V-Ray Nodes
Plus additional procedural maps, utility nodes, and Max Standard nodes. Every node is recursively traversed — if a CoronaBitmap feeds into a CoronaColorCorrect that feeds into a CoronaPhysicalMtl's roughness slot, that entire chain is rebuilt.
4CoronaBitmap — Every Property Preserved
CoronaBitmap is the most-used node in any Corona scene. MAX2C4D transfers every property, not just the file path.
- ✓File path with automatic texture collection and path resolution
- ✓UVW tiling (repeat U/V), offset, rotation
- ✓Real-world scale mapping with physical dimensions
- ✓Filtering mode (SAT, None, Summed Area)
- ✓Gamma / color space settings
- ✓Output curve adjustments (RGB, R, G, B individually)
- ✓Blur, crop, and placement settings
- ✓Mapping channel assignment
5Lights
All Corona and V-Ray light types are recreated in Cinema 4D with matching intensity, color temperature, shape, and directionality.
Corona Lights
CoronaLight
Rectangle, Disc, Sphere, and Cylinder shapes with intensity, color, directionality, IES profiles, and exclude/include lists
CoronaSun
Sun position, intensity multiplier, size, and color shift
CoronaMoon
Moonlight with phase, intensity, and atmospheric settings
Light properties
Position, rotation, scale, target objects, visibility to camera, and shadow settings
V-Ray Lights
VRayLight
Rectangle, Sphere, Disc, Cylinder, Mesh, IES with intensity, color, directionality
VRaySun
Sun position, intensity, size, turbidity, ozone, atmosphere
VRay Dome Light
HDRI environment with mapping, intensity, UV offset
VRay IES Light
Photometric profiles with filter color and intensity
6Cameras
Physical and Standard cameras with all exposure, DOF, and post-processing settings transferred to Cinema 4D.
- ✓Physical camera: focal length, sensor size, f-stop, shutter speed, ISO
- ✓DOF: focus distance, bokeh shape, blade count
- ✓Bloom & glare, sharpening, vignetting
- ✓Per-camera overrides (tone mapping, white balance, exposure)
- ✓Camera position, rotation, and target
- ✓Standard cameras with FOV and clipping planes
- ✓VRay Camera Tag with VRay-specific exposure and lens settings
7Render Settings
Your render configuration is transferred so the C4D output matches what you had in 3ds Max — no manual copying of GI settings, denoiser config, or tone mapping values.
Corona Render Settings
- ✓GI solver configuration (UHD Cache, path tracing, progressive rendering)
- ✓Denoiser settings (mode, strength, radius)
- ✓Tone mapping (filmic, reinhard, linear) with highlight compression
- ✓LUT file reference
- ✓Caustics settings
- ✓Environment overrides (direct visibility, reflection, refraction)
- ✓Resolution, aspect ratio, region rendering
V-Ray Render Settings
- ✓V-Ray render settings — ~130 parameters via VideoPost
- ✓VRay VFB2 Layers — full post-processing stack
- ✓VRay image sampler, DMC, color mapping
- ✓VRay caustics, displacement, environment overrides
8Texture Path Resolution
Broken texture paths are the #1 headache when moving scenes between software. MAX2C4D resolves every path type and collects textures into a clean local folder — zero missing bitmaps.
UNC paths
\\server\share\textures — network paths fully resolved
Mapped drives
Z:\Projects\Textures — drive letter paths resolved to real locations
Synology NAS
Synology Drive placeholders and cloud-synced files resolved
OneDrive / cloud files
Cloud placeholder files detected and resolved to local copies
Relative paths
Scene-relative texture references resolved correctly
Per-scene isolation
Each imported scene gets its own texture subfolder — no filename collisions between projects
Local collection
All textures copied to a clean /tex folder alongside the exported scene
9Chaos Scatter
Chaos Scatter instances and their texture-driven distribution are transferred to Cinema 4D. Vegetation, furniture scatters, and other distributed objects work out of the box.
- ✓Density texture maps
- ✓Scale texture maps
- ✓Rotation texture maps
- ✓Translation texture maps
- ✓Scatter object references and material assignments
10ForestPack to Chaos Scatter
ForestPack objects (Forest Lite and Forest Pro) are automatically detected during export and converted to Chaos Scatter in Cinema 4D. Vegetation, grass, forests, and other distributed objects transfer with their full scatter configuration.
ForestPack uses grid-based distribution while Chaos Scatter uses density-based scattering, so the conversion is a high-fidelity starting point — expect to fine-tune density values after import.
Distribution modes
Surface/2D, spline-based (1D), and volume (3D) distribution modes converted to Chaos Scatter equivalents
Density & count
Per-square density conversion from ForestPack grid spacing to Chaos Scatter density, with instance count limits preserved
Instances & frequency
Scattered model objects with per-model frequency and probability weights transferred
Transform controls
Translation, rotation (with normal alignment), and scale ranges converted from percentage-based to absolute values
Include / exclude zones
Spline include areas, spline and geometry exclude zones with per-zone falloff — geometry excludes auto-converted to outline splines
Collision avoidance
Inter-object collision detection with strictness control
Slope & altitude limiting
Angle range and height range constraints for terrain-aware scattering
Camera clipping
Near and far clipping distances for render-time optimization
Texture maps
Density, scale, rotation, and translation distribution maps for texture-driven scatter variation
Clustering
Cluster size, roughness, edge blend, diversity, spacing, and rotation for natural-looking grouping
11V-Ray Scene Objects
V-Ray-specific scene objects — proxies, clippers, fur, decals, and atmospheric effects — are transferred with full parameter fidelity to their V-Ray for Cinema 4D equivalents.
VRay Proxy (.vrmesh)
File path, preview, scale, flip axis, animation, material assignments
VRay Clipper
Boolean section plane with intersection/subtraction mode, cap material
VRay Fur
Parametric hair/fur with length, thickness, gravity, density, curl
VRay Decal
Projection-based decal with dimensions, angle, mask, material
VRay Environment Fog
Volumetric fog with color, distance, height, scatter, emission
VRay Aerial Perspective
Atmospheric haze with visibility range, height, filters
12Renderer Selection
MAX2C4D detects your scene's renderer automatically, or you can force a specific pipeline. A dropdown in the importer dialog gives you full control over how materials are processed.
Auto mode
Detects whether the scene uses Corona or V-Ray automatically based on materials and render settings found in the exported data
Corona mode
Force the Corona pipeline — all materials processed as Corona types regardless of auto-detection result
V-Ray mode
Force the V-Ray pipeline — all materials processed as V-Ray types regardless of auto-detection result
V-Ray to Corona fallback
V-Ray scenes convert to Corona materials when V-Ray for Cinema 4D is not installed — a best-effort cross-renderer conversion
13Proxies & Splines
Corona Proxy objects (.cgeo), V-Ray Proxy objects (.vrmesh), and 3ds Max splines are transferred to Cinema 4D with correct transforms, material assignments, and shape data.
Corona Proxy (.cgeo)
Proxy file path, position, rotation, scale, and per-slot material assignments preserved
VRay Proxy (.vrmesh)
Proxy file path, preview, scale, flip axis, animation offset, and material assignments preserved
Proxy UV handling
Automatic V-flip for .cgeo UVs — cloned materials with corrected tiling so textures render correctly
Spline export
Open, closed, and multi-segment splines with knot points and segment types
Spline modifiers
Edit Spline and other modifiers collapsed before export — final shape transferred accurately
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