Cross-renderer

V-Ray & Corona → Redshift: change renderer and app in one step

10 min readUpdated

Most converters make you keep the renderer you started with. MAX2C4D will rebuild a 3ds Max V-Ray or Corona scene as a native Redshift node graph in Cinema 4D — so you migrate application and engine together, not twice.

All 41 V-Ray classes routedCorona materials & shadersProxies baked to geometryEvery gap logged by name
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Why convert the renderer at the same time

Two migrations in one pass, and no second renderer licence at the end of it.

Studios leaving 3ds Max rarely want to change only the application. Cinema 4D includes Redshift in every licence since 2023, which makes it the obvious house engine once you are there — no extra seats, no extra renewals, GPU rendering out of the box. But converting a library to Corona or V-Ray for C4D first and to Redshift later means touching every scene twice.

Setting the target to Redshift collapses that into a single conversion. Your VRayMtl and CoronaPhysicalMtl graphs are rebuilt with real Redshift nodes — RS Standard Material, RS Texture, RS Color Correct, RS AO — rather than flattened into a diffuse colour.

No one else does this

Cross-renderer conversion is the part other Max-to-C4D converters do not attempt: the target has to match the source. MAX2C4D also converts V-Ray to Corona, and now V-Ray or Corona to Redshift. Compare the options on the MAX2C4D vs MaxToC4D page.

How to trigger it

Export from 3ds Max as usual — nothing changes on that side. In the Cinema 4D import dialog, set Renderer to Redshift. That is the whole step. Your choice is remembered between sessions, and the entry appears whenever your Cinema 4D is 2024.4 or newer.

Auto mode uses Redshift as a safety net

Even on Auto, Redshift steps in when the scene's own renderer is missing on the C4D side. A Corona scene with no Corona for C4D installed, or a V-Ray scene with neither V-Ray nor Corona, converts to native Redshift instead of collapsing to plain Standard materials — because Redshift is always present. The log states plainly when this happens.

V-Ray → Redshift mapping

All 41 V-Ray classes are routed to a Redshift target — none of them falls back silently. Eight carry a documented approximation, and each of those writes a named line to the conversion log so you know exactly which material to check.

V-Ray (source)Redshift (target)
VRayMtlRS Standard Material
VRayBlendMtlRS Material Blender
VRayLightMtlRS Incandescent
VRayFastSSS2RS Standard + subsurface
VRaySkinMtlRS Skin
VRayCarPaintMtlRS Car Paint
VRayToonMtlRS Toon Material
VRayFlakesMtlRS Standard + RS Flakes
VRay2SidedMtlRS Ray Switch (front/back)
VRayBumpMtlRS Standard + bump input
VRayBitmapRS Texture
VRayNormalMapRS Normal Map
VRayDirtRS AO
VRayTriplanarTexRS TriPlanar
VRayEdgesTexRS Round Corners / RS Wireframe
VRayDistanceTexRS Distance
VRayCurvatureRS Curvature
VRayLightRS Physical Light
skylightPortalRS Portal Light
VRaySun / VRaySkyRS Sun & Sky

Corona → Redshift mapping

Corona materials and shaders map to their Redshift counterparts the same way. Several builders are shared with the V-Ray pipeline rather than duplicated — the distance, ray-switch and skin/toon adapters are the same code, which is why they behave identically from either source.

Corona (source)Redshift (target)
CoronaPhysicalMtlRS Standard Material
CoronaMtl (legacy)RS Standard Material
CoronaLayeredMtlRS Material Blender
CoronaLightMtlRS Incandescent
CoronaShadowCatcherMtlRS Matte / Shadow Catcher
CoronaSkinMtlRS Skin
CoronaHairMtlRS Hair
CoronaToonMtlRS Toon Material
CoronaVolumeMtlRS Standard Volume
CoronaBitmapRS Texture
CoronaColorRS Color Constant
CoronaColorCorrectRS Color Correct
CoronaMultiMapRS Shader Switch
CoronaMixRS Color Mix
CoronaAORS AO
CoronaTriplanarRS TriPlanar
CoronaNormalRS Normal Map
CoronaRoundEdgesRS Round Corners
CoronaFrontBackRS Ray Switch
CoronaLight / CoronaSunRS Physical Light / RS Sun & Sky

Lights, sun, environment and proxies

Area lights map to RS Physical Light with the correct shape and the correct size convention. This matters more than it sounds: Redshift treats all three of its Size fields as diameters, so a radius-based Corona sphere light is doubled and a V-Ray light is no longer halved — an area light that arrives at half or double its real size changes your whole exposure.

IES lights become RS IES with their intensity units converted from the source renderer's scale. V-Ray skylight portals become RS Portal Lights. Mesh lights become an RS Incandescent material applied to the mesh, because Redshift has no mesh-light object.

Sun and sky: VRaySun, VRaySky and CoronaSun all become an RS Sun & Sky object. HDRI environments become an RS Dome Light with the multiplier and rotation carried over.

Proxies are baked into real geometry, since Redshift reads neither .vrmesh nor .cgeo. Material IDs are paired back to polygon selections so each part keeps its own material.

Render settings are approximated deliberately rather than force-fitted: sampling and noise threshold, GI, caustics and motion blur from V-Ray; ray depth and denoising from Corona; Redshift defaults for everything with no sensible source. One real fix worth calling out — Redshift caps its path at 6 bounces where V-Ray materials commonly default to 8, which used to render glass black. The scene's actual material maxima are now read and written to the Redshift trace depths.

Proxy baking needs the source renderer installed

Baking .vrmesh or .cgeo proxies into geometry requires V-Ray or Corona for C4D to be present to read those files — a Redshift-only workstation cannot do it. If you are converting a library that uses proxies, run the conversion on a machine that still has the source renderer available.

What is lost, stated plainly

Converting between two different renderers is not lossless, and pretending otherwise wastes your time. Every item below is written to the conversion log by name — the goal is that you never discover a gap at render time.

Sheen, SSS, thin film, anisotropy

Not carried from a plain VRayMtl or CoronaPhysicalMtl into RS Standard Material — only through the dedicated shaders that have them

V-Ray glass fog & absorption

Not transferred, so a tinted glass arrives clear

V-Ray Environment Fog & Aerial

No Redshift target — skipped with a warning

VRayClipper & VRayFur

No Redshift equivalent — skipped with a warning

V-Ray colour mapping

Only the multiplier maps, folded into each camera’s exposure; type, gamma and clamp are named in the log

VRaySwitchMtl

The active slot is resolved statically — the switching itself is not transferred

Corona Scanned & Fabric

A proprietary .scn BRDF and procedural yarn geometry — no target by construction

Corona Slicer & Outline

Redshift solves these with an object and a post-effect, not a material

Corona decals

Approximated as a polygonal plane — Redshift has no decal object

UV randomisers

Redshift uses hex-tiling where V-Ray and Corona randomise per object ID — the distribution differs

If you want a fully lossless path instead, keep the renderer you started with: V-Ray to V-Ray for C4D or Corona to Corona for C4D. And if your Max scene is already Redshift, the Redshift to Redshift path is the near-parity one.

This is the initial Redshift release
Redshift is the newest of the three targets, and a first release always leaves a few edge cases to iron out. If a scene converts wrong, email contact@max2c4d.com with the log folder written next to your exported scene and a short description of what you expected instead. Those two together are usually enough to reproduce the problem and fix it in the next update.

Cross-Renderer Conversion FAQ

Two practical reasons. First, cost: Redshift ships with every Cinema 4D licence since 2023, so a scene converted to Redshift renders with no second renderer licence — where the Corona and V-Ray targets need Corona for C4D or V-Ray for C4D installed. Second, it collapses two migrations into one. Studios moving from 3ds Max to Cinema 4D often want to standardise on Redshift anyway; doing both in a single pass avoids converting twice.

Set the renderer dropdown in the Cinema 4D import dialog to "Redshift". That is the whole step. Auto mode will also route to Redshift on its own in one case: when the scene's own renderer is not installed on the C4D side — a Corona scene with no Corona for C4D, or a V-Ray scene with neither V-Ray nor Corona — it converts to native Redshift rather than dropping to plain Standard materials, and says so in the log.

Explore the rest of MAX2C4D

Related Guides

Move to Cinema 4D and to Redshift in the same pass.

V-Ray or Corona in, native Redshift out. One dropdown, and no second renderer licence.

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