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 becomes a configured Chaos Scatter object, 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
ForestPack is a 3ds Max plugin. The .max format alone won't carry it across.
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.
Forest Pack objects are procedural — instances only exist at render time, not as real geometry. 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. Side-by-side breakdown: MAX2C4D vs FBX comparison.
Chaos Scatter, maintained by Chaos Group, is the Cinema 4D-native answer. It uses 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, collision avoidance. The challenge is mapping one to the other correctly — that's what MAX2C4D does. To get the underlying scene workflow right, see the .max opening guide.
How MAX2C4D Converts Forest Pack
Two clicks. ForestPack data serialized as JSON, rebuilt as Chaos Scatter.
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.
Chaos Scatter ships with Corona for Cinema 4D and is part of the Chaos Solo / Premium plans. Without it, scattered geometry imports as regular objects without native scatter behavior. Step-by-step setup: How It Works tutorial.
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
10+ parameters mapped — density, slope, clusters, transforms, zones.
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
Full feature list: Features page.
Forest Pack vs Chaos Scatter: Key Differences
Same goal, different algorithms. Most params map 1:1 — density takes a tweak.
The two systems are functionally similar but not identical. Understanding where they diverge helps you know what to fine-tune after import.
Forest Pack uses grid-based distribution while Chaos Scatter uses density-based scattering — expect to tweak the density slider until the instance count visually matches the original. Everything else (zones, transforms, clusters, maps) is a clean 1:1 map. If you're comparing converters, the manual rebuild approach shows what this looks like done by hand.
“Vegetation comes through clean. We tweaked density a bit, then moved on. Saved us about a day per scene.”
Practical Migration Workflow
Install plugins. Export from Max. Import to C4D. Fine-tune density.
- 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.
Doing this at studio scale (100+ scenes with vegetation)? See the batch exporter for unattended overnight conversion, or the studio migration playbook for the full multi-week rollout. Studio patterns: use cases.
Explore the rest of MAX2C4D
Features
Every supported material, shader and renderer setting.
How it works
Step-by-step walkthrough of a real conversion.
vs FBX
Side-by-side breakdown of what FBX destroys.
vs Manual rebuild
Why one-by-one rebuilding never scales.
Showcase
Real archviz scenes converted by studios.
Use cases
Asset libraries, client deliveries, studio migrations.
Batch exporter
Convert 100+ scattered scenes overnight, unattended.
Pricing
One-time purchase. 1 year of updates. Money-back guarantee.
Related Guides
Convert 3ds Max Scenes to Cinema 4D
Full conversion guide — geometry, materials, lights, cameras, render settings.
How to Open .max Files in Cinema 4D
Step-by-step on opening proprietary .max files inside Cinema 4D.
Corona Materials in Cinema 4D
How CoronaPhysicalMtl, CoronaBitmap and 80+ shader nodes transfer.
V-Ray 3ds Max to Cinema 4D
V-Ray materials, ~130 render parameters, VRay Proxy preserved.
Studio Migration Playbook
Rolling Max → C4D across an archviz studio without dropping deadlines.
3dsky / Evermotion Assets in C4D
Vegetation libraries with Forest Pack setups — converted to C4D + Chaos Scatter.
Frequently Asked Questions
Move every forest, every cluster, every detail.
Forest Pack Lite + Pro converted to Chaos Scatter — node-by-node, in two clicks.