Corona, V-Ray & Redshift Material Converter — Full Feature List

MAX2C4D converts your entire 3ds Max scene to Cinema 4D — not just geometry, but the full Corona, V-Ray and Redshift material graphs, lights, cameras, and render settings. Here's everything that transfers.

200+
Shader nodes
50+
Material types
~130
Render settings
43s
847 objects converted

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. See the full Corona materials guide.

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. Walk through how V-Ray materials transfer to Cinema 4D.

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

3Redshift Materials

Redshift is a third target engine alongside Corona and V-Ray. A Redshift scene rebuilds as a native Redshift node graph in Cinema 4D — 152 of the 152 in-scope Redshift classes transfer, 147 of them with no approximation at all. You can also send a V-Ray or Corona scene here instead, and get native Redshift out. Walk through how Redshift materials transfer to Cinema 4D.

RS Standard Material

The full ~35 channels — base, reflection, refraction, SSS, sheen, coat, thin film, anisotropy, emission, plus bump, coat bump and displacement

RS OpenPBR Material

Redshift 2026’s newer shading model, transferred like for like

RS Incandescent

Emissive with colour, alpha, intensity and temperature

RS SSS

Subsurface scattering with scatter radius scaled to scene units

RS Material Blender

Base plus layers with their masks and weights

RS Car Paint

Flake, coat and base layers

RS Skin

Shallow, mid and deep scatter with both reflection lobes

RS Toon Material

Base, roughness, IOR, opacity and tone ramps

RS Matte / Shadow Catcher

Matte and shadow-catch surfaces

RS Architectural

The legacy architectural shader, common in older archviz scenes

RS Material (legacy)

Older Redshift scenes still convert

RS Ray Switch

Per-ray-type material switching

RS Sprite

Opacity cut-outs for vegetation — file, repeats and sub-material

RS Volume / Standard Volume

Volumetric shading with ramp values (VDB grids are not transferred)

4Shader Nodes — 200+ 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. The same recursive traversal runs on all three engines: Corona and V-Ray texmaps, plus the complete 123-node Redshift texmap set.

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

Redshift Nodes — 123 Texmaps

RS Texture
RS Bitmap
RS Normal Map
RS Bump Map
RS Bump Blender
RS Displacement
RS TriPlanar
RS UV Projection
RS Round Corners
RS MatCap
RS State
RS Surface Tangent
RS Unit Conversion
RS IOR to Metal Tints
RS Ray Switch
RS AO
RS Fresnel
RS Curvature
RS Maxon Noise
RS Distance
RS Wireframe
RS Flakes
RS Brick / Tiles / Scratches
RS Physical Sky
RS Color Correct
RS Color Mix / HSV / Gain
RS User Data

Plus 15 colour nodes (mix, invert, splitter, maker, HSV, gain, bias), 32 scalar maths nodes and 29 vector maths nodes — the whole Redshift maths library, so any expression chain sitting between your bitmap and your material arrives with its connections intact.

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. Same on the Redshift side: an RS Texture into an RS Color Correct into an RS Standard Material's roughness input comes across whole.

5CoronaBitmap — 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

Their equivalents on the other two engines get the same treatment: VRayBitmap on the V-Ray target, and RS Texture on the Redshift one — tiling, offset, rotation, colour space and wrap/mirror mode all carried over, with the texture file collected and relinked.

6Lights

All Corona, V-Ray and Redshift light types are recreated in Cinema 4D with matching intensity, color temperature, shape, and directionality. 3ds Max's own lights — spot, omni, directional and photometric — now transfer too, on every target.

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

Redshift Lights

RS Physical Light

Area, Point, Spot and Infinite with colour mode, temperature, exposure, decay, area shape and spread

RS Dome Light

HDRI environment with multiplier and rotation

RS IES Light

.ies profiles collected and relinked with their full parameter block

RS Portal Light

Height, multiplier, tint, transparency and environment map

RS Sun & Sky

Sun, sky, moon and stars transferred 1:1 — an existing Sun & Sky is completed rather than duplicated

3ds Max native lights

Omni → Point, spot → Spot, directional → Infinite, photometric → IES or Area with intensity in candelas

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7Cameras

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

Redshift Camera Tag

  • Camera type, including fisheye, cylindrical and stereo settings
  • The full post-effects stack, block by block — bloom, flare, streak, LUT, colour controls, optical settings and backplate
  • Each block keeps its own override and enabled state — a camera with bloom switched off in Max arrives with bloom switched off in C4D

Redshift post effects are read per camera. Global post effects are not reachable from MaxScript, so they are logged rather than guessed.

8Render 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

Redshift Render Settings

  • Unified sampling, sample overrides and noise threshold
  • GI, irradiance cache, irradiance point cloud and caustics
  • Trace depth read from your scene’s real materials — no more black glass at the 6-bounce cap
  • Motion blur and denoising (OIDN / Altus)
  • Global displacement and per-object tessellation via the RS Object tag
  • Per-camera post effects — bloom, flare, streak, LUT, colour and optical controls
  • The Redshift VideoPost is created and the engine pre-selected, so F9 renders immediately

9Texture 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

10Chaos 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

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11ForestPack 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

12V-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

13Renderer 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, V-Ray or Redshift automatically, based on the 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

Redshift mode

Force the Redshift pipeline — a Redshift, V-Ray or Corona scene all rebuild as native Redshift node graphs. Requires Cinema 4D 2024.4 or newer

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

Redshift as a safety net

A Corona scene with no Corona for C4D, or a V-Ray scene with neither V-Ray nor Corona installed, falls back to native Redshift instead of plain Standard materials — Redshift ships with Cinema 4D, so it is always there

14Proxies & 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

On the Redshift target, proxies work differently: Redshift cannot read .vrmesh or .cgeo, so V-Ray and Corona proxies are baked into real geometry instead. Redshift's own .rs proxy files are not exported either — the mesh path is preserved and written to the conversion log.

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