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

Reading the file

How the scene gets into Cinema 4D in the first place — and what the one route that needs 3ds Max still needs it for.

Core

Native .max Reader

MAX2C4D decodes the .max format itself, inside Cinema 4D. Drag a file onto C4D, or use File > Open or File > Merge, and the scene rebuilds — no export step, nothing to prepare. The scene graph names its own classes, so a Corona or V-Ray scene opens on a machine where that engine was never installed. See exactly what transfers.

Reads the format itself

The scene graph names its own classes, so a Corona scene opens even if Corona was never installed — which also covers owning Max but not the engine the scene uses

Drag and drop, Open, Merge

.max is registered as a Cinema 4D file type, so all three entry points work; options follow whatever you last set in the MAX2C4D window

Archives and batches

.zip listed without extracting (.rar too, on Windows), several files at once, and a Corona/V-Ray pair in one archive pre-ticks only the variant matching your engine

Mac, natively

Apple Silicon. On macOS the native reader is the only route in

Validated against 3ds Max itself

The same scene is read both ways and diffed automatically: 80,207 identical values, 0 divergent, across 37 scenes

Old scenes too

Files saved by 3ds Max 2012 and earlier with V-Ray 3 or newer, and by Corona 5, 6 and 15, whose parameters live at different addresses in each

Quads stay quads

Faces are read straight from Editable Poly, with no OBJ round-trip to triangulate them or lose material IDs

Nothing dropped in silence

An import log is written to your export folder on this route too, naming anything a target engine cannot take, with its value

What needs the 3ds Max route instead

VRayClipper, ForestPack. Both are read when you route the import through 3ds Max, which stays available by design: it also covers ProBoolean and the few Edit Poly edits the native reader cannot replay yet. Separately, a file saved with “Compress on save” cannot be read natively at all (5 of 183 files in our test corpus); MAX2C4D names the option and the two ways round it.

Materials & shaders

The part every other converter flattens: 50+ material types, 200+ shader nodes and the texture paths underneath them, rebuilt as node graphs rather than approximations.

Corona

Corona 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

V-Ray

V-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

Redshift

Redshift 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)

All three engines

Shader 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

26
  • 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

15
  • 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.

Bitmaps

CoronaBitmap — 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.

Textures

Texture 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

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The scene

Everything around the materials — lights, cameras, scattered vegetation, proxies and splines — arriving with the same parameter-level fidelity.

All three engines

Lights

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

4

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

4

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

6

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

Cameras

Cameras

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.

Scatter

Chaos 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
Scatter

ForestPack 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

V-Ray

V-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

Geometry

Proxies & 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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Rendering

Your render configuration lands with the scene, and you choose which engine it lands in — including engines the scene was never authored for.

All three engines

Render 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
Pipeline

Renderer 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

Pipeline

Convert a Scene Already in Cinema 4D

The Convert tab needs no .max at all: it rebuilds the document you already have open onto another engine, in place. Corona and V-Ray scenes convert to Corona, V-Ray or Redshift — 4 routes, since a scene never converts to the engine it already uses. Starting from a Redshift scene is not supported yet.

Materials

Rebuilt on the target engine, values and whole texture trees. The material is swapped by pointer, so your texture tags — polygon selection, projection, offset, tiling — are left exactly as you set them by hand

Lights

Area lights and the sun, with their shape, size, colour, intensity in the target engine’s own unit, IES profile and sun angle. They stay in the group and at the spot where you put them

Cameras

ISO, shutter, f-stop, depth of field and its aperture shape, per-camera bloom and sharpening. The camera object is never replaced, only its engine tag, so name, position and animation tracks survive

Render settings

Exposure, tone mapping, bloom and sharpening. On Redshift the tone mapping lives on the camera rather than in the render settings, and it is carried there for you

Environment

A physical sky or an HDRI environment is rebuilt as a V-Ray Environment, a Dome Light or a Redshift Sun and Sky, so a converted exterior keeps the light that comes from everywhere

Proxies

Baked into real geometry, in place, with their sub-materials and their name. No target engine can read a .cgeo or a .vrmesh, so the cache has to become mesh on the way across

Scatters

Chaos Scatter is a Chaos product rather than an engine object, so it is kept as it is — and its distribution surfaces are re-pointed at the baked geometry, so nothing ends up scattering on an object that no longer exists

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