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

CoronaBitmap
CoronaNormal
CoronaColorCorrect
CoronaMixMtl
CoronaTriplanar
CoronaAO
CoronaMultiShader
CoronaMappingRandomizer
CoronaColor
CoronaFresnel
CoronaWire
CoronaDistance
CoronaLayeredMtl
CoronaRoundEdges
CoronaCurvature
CoronaUvwRandomizer
CoronaSelect
CoronaData
CoronaFrontBack
Output (Curves)
Color Correction
Composite
Mix
Falloff
Gradient
Noise

V-Ray Nodes

VRayBitmap
VRayNormalMap
VRayDirt
VRayTriplanar
VRayMultiSubTex
VRayEdges
VRayCurvature
VRayUVWRandomizer
VRayCompTex
VRaySoftbox
VRaySky
VRayUserColor
VRayOCIO
VRayFalloff
VRayColor

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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