Convert Forest Pack to Chaos Scatter — 3ds Max to Cinema 4D
Forest Pack is 3ds Max-only. Chaos Scatter is its Cinema 4D-native equivalent. MAX2C4D bridges the gap — every Forest Pack object in your 3ds Max scene becomes a configured Chaos Scatter object in Cinema 4D, automatically.
Yes, MAX2C4D converts Forest Pack to Chaos Scatter automatically. When you export a 3ds Max scene containing Forest Pack Lite or Forest Pro objects, MAX2C4D detects them, reads their full scatter configuration, and rebuilds them as native Chaos Scatter objects when you import into Cinema 4D. No manual scatter rebuild required.
Why Forest Pack Doesn't Transfer on Its Own
iToo Software's Forest Pack is the de facto standard for large-scale vegetation scattering in 3ds Max. Archviz studios use it for grass, trees, forests, crowds, furniture clutter, and any situation that needs thousands or millions of instances. The problem: Forest Pack only exists for 3ds Max. There is no Forest Pack for Cinema 4D, and iToo has never announced one.
FBX export does not help. Forest Pack objects are procedural — the instances only exist at render time, not as real geometry — so FBX either exports them as empty helpers or bakes the entire scatter into millions of static mesh copies that blow up your file size and lose every scatter control. Neither result is usable in Cinema 4D.
Chaos Scatter, maintained by Chaos Group, is the Cinema 4D-native answer. It uses a different distribution math (density-based instead of grid-based) but exposes the same categories of controls: include/exclude areas, transform randomization, texture-driven variation, clustering, slope and altitude limits, and collision avoidance. The challenge is mapping one to the other correctly — that's what MAX2C4D does.
How MAX2C4D Converts Forest Pack
The conversion happens during the standard two-click MAX2C4D workflow — there is no separate Forest Pack step to run and no plugin to configure. Here is what happens under the hood:
MAX2C4D walks the 3ds Max scene graph, detects every Forest Pack Lite and Forest Pro object, and reads their scatter configuration directly through the 3ds Max SDK — distribution mode, density, transform ranges, include/exclude splines, texture maps, cluster settings, the complete parameter set.
On the Cinema 4D side, MAX2C4D creates a native Chaos Scatter object for each Forest Pack, translates the parameter values into Chaos Scatter's density model, references the scattered geometry, and rebuilds the include/exclude structure using splines.
The scattered models themselves (trees, grass clumps, rocks, furniture) are exported as part of the scene alongside their Corona or V-Ray materials and node graphs, so when the Chaos Scatter object references them in Cinema 4D, they render exactly as they did in 3ds Max.
Scatter Parameters Preserved
Every scatter control that has a Chaos Scatter equivalent transfers. Controls that don't have a direct equivalent are mapped to the closest behavior rather than dropped.
Distribution modes
Surface/2D, spline-based (1D), and volume (3D) distribution modes converted to Chaos Scatter equivalents
Density & count
Per-square density converted from Forest Pack 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 distribution maps
Density, scale, rotation, and translation maps for texture-driven scatter variation
Clustering
Cluster size, roughness, edge blend, diversity, spacing, and rotation for natural-looking grouping
Forest Pack vs Chaos Scatter: Key Differences
The two systems are functionally similar but not identical. Understanding where they diverge helps you know what to fine-tune after import.
Because Forest Pack uses grid-based distribution and Chaos Scatter uses density-based scattering, the conversion is a high-fidelity starting point — expect to fine-tune density values after import to match the exact look of the original. Everything else (zones, transforms, clusters, maps) is a clean 1:1 map.
Practical Migration Workflow
- 1
Install MAX2C4D on both sides
The MAX2C4D exporter installs in 3ds Max, and the importer installs in Cinema 4D. Make sure Chaos Scatter is available in your Cinema 4D (it ships with Corona for C4D).
- 2
Export from 3ds Max
Open your .max scene, run MAX2C4D Export, choose an output folder. Forest Pack objects are detected automatically — nothing to tick.
- 3
Import into Cinema 4D
Open Cinema 4D, run MAX2C4D Import, point at the exported folder. Chaos Scatter objects are created, models and materials are wired up, and the scene is ready to render.
- 4
Fine-tune density if needed
Because of the grid vs density math difference, you may want to adjust the Chaos Scatter density slider until the instance count visually matches the original. Everything else should already look right.
Related Guides
How to Convert 3ds Max Scenes to Cinema 4D
The full conversion guide covering geometry, materials, lights, cameras, render settings, and scatter.
Using 3dsky, Evermotion & CGTrader Assets in Cinema 4D
Most archviz vegetation and clutter libraries ship as .max files with Forest Pack setups. Here's how to use them in C4D.
V-Ray 3ds Max to Cinema 4D
Convert V-Ray materials, proxies, and render settings with full node-graph preservation.
Corona Materials in Cinema 4D
Full Corona material conversion — CoronaPhysicalMtl, node graphs, and render settings.
Frequently Asked Questions
Keep your Forest Pack scatters. Move to Cinema 4D.
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