Redshift for 3ds Max → Redshift for Cinema 4D — Node for Node
Move every RS Standard Material, every texmap, every RS light and your whole render configuration from 3ds Max into Cinema 4D — rebuilt as a native Redshift node graph, not an approximation of one.
Redshift for Cinema 4D vs Redshift for 3ds Max
Same engine. Same RS Standard Material. Same node names. Different host.
The good news
Redshift is one renderer with several hosts, all maintained by Maxon. The shading model is identical: an RS Standard Material in 3ds Max and an RS Standard Material in Cinema 4D expose the same ports, in some cases under literally the same property names. A texmap graph that renders one way in Max renders the same way in C4D given the same values. That parity is the entire reason a genuine node-for-node transfer is possible instead of a best guess.
There is a second piece of good news that is easy to miss: Redshift already ships with Cinema 4D. Every C4D licence since 2023 includes it. So unlike the Corona and V-Ray targets, which need Corona for C4D or V-Ray for C4D installed to produce native materials, the Redshift target needs nothing you do not already own.
The catch
Maxon does not ship a scene interchange tool between the two hosts. The .max format is proprietary to Autodesk and can only be read by 3ds Max itself, so Redshift for Cinema 4D has no way to open a .max file directly — even though it is the very same renderer at the other end.
FBX has no concept of a Redshift node graph. Every RS Standard Material becomes an empty Standard material, every RS Texture connection disappears, and the graph is gone. You are left with grey geometry and an empty material manager. Side-by-side breakdown: MAX2C4D vs FBX comparison.
The importer builds Redshift graphs declaratively against the RS node space, which became reliable in Cinema 4D 2024.4. Below that version the Redshift entry simply does not appear in the renderer dropdown, and the scene converts through Corona, V-Ray or Standard instead.
Redshift Material Types
24 Redshift material classes exist on the 3ds Max side. All of them transfer except RS OSL Material, which holds arbitrary OSL source code and therefore has nothing to map to. RS Standard Material — the one that carries most archviz scenes — transfers roughly 35 channels plus its maps, bump, coat bump and displacement.
RS Standard Material
The full channel set — base, reflection with anisotropy, refraction with thin-walled and Abbe, subsurface, sheen, thin film, coat, emission, opacity
RS OpenPBR Material
Redshift 2026’s newer shading model, transferred like for like
RS Incandescent
Emissive surfaces with colour, alpha, intensity and temperature
RS SSS
Subsurface scattering with scatter radius scaled to your 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 surfaces and shadow catchers
RS Architectural
The legacy architectural shader — still common in older archviz scenes
RS Material (legacy)
Older Redshift scenes convert without special handling
RS Sprite
Opacity cut-outs for vegetation — file, repeats and sub-material
RS Ray Switch Material
Per-ray-type material switching
RS Hair / Principled Hair
Hair shading (the hair geometry itself is not transferred)
123 Texmaps, Recursively Mapped
The graph is preserved, not collapsed. Every nested texmap, every colour correction, every maths node between your bitmap and your material arrives with its connections intact. Of the 123 Redshift texmaps in 3ds Max, 121 map one-to-one; the two exceptions are RS OSL Map (arbitrary code) and RS Shave (Shave & Haircut geometry).
Bitmaps, bump & displacement
- RS Texture — tiling, offset, rotation, colour space, wrap/mirror
- RS Normal Map → tangent-space bump with UV channel
- RS Bump Map — height or tangent input, flip Y
- RS Bump Blender — base plus three weighted layers, recursive
- RS Displacement — scale, ranges, encoding and space
- RS Bitmap — the older Redshift bitmap in legacy scenes
Projection & utility
- RS TriPlanar
- RS UV Projection / UV Context Projection
- RS Round Corners
- RS MatCap
- RS State / Surface Tangent
- RS Unit Conversion
- RS IOR to Metal Tints
- RS Ray Switch
Procedural & environment
- RS AO
- RS Fresnel
- RS Curvature
- RS Maxon Noise
- RS Distance
- RS Wireframe
- RS Flakes
- RS Brick / Tiles / Pavement / Scratches
- RS Physical Sky
Colour, maths & user data
- RS Color Correct — gamma, contrast, hue, saturation, level
- 15 colour nodes — mix, invert, splitter, maker, HSV, gain, bias
- 32 scalar maths nodes
- 29 vector maths nodes
- RS Color / Scalar / Integer / Vector User Data
The graph builder was checked against a generated 3ds Max scene containing 127 Redshift classes, one per material. All 127 came through the export, 126 produced exactly the expected Redshift node in Cinema 4D with zero warnings, and the document rendered in Redshift without a crash. The 127th case — a colour correct with nothing plugged into it — is skipped on purpose.
Redshift Lights, Sun & Sky
All six Redshift light types transfer, with their intensity units, colour mode, temperature and decay preserved. Because the light enums match on both sides, most of this is a direct copy rather than a conversion.
RS Physical Light
Area, Point, Spot and Infinite — colour mode, temperature, exposure, decay, area shape and size, spread, visibility flags
RS Dome Light
HDRI environment with multiplier and rotation
RS IES Light
.ies profile collected and relinked with its full parameter block
RS Portal Light
Height, multiplier, tint, transparency and environment map
RS Sun
Sun-only lighting with no parasitic sky added
RS Sun & Sky
Sun, sky, moon and stars 1:1 — an existing Sun & Sky is completed, never duplicated
Before v1.3.0, 3ds Max's native lights — spot, omni, directional and photometric — were collected by no export path at all. A scene lit with them arrived in Cinema 4D with those lights simply missing, and nothing in the log said so. They now come through on every target: omni becomes a Point light, spots become Spot, directional becomes Infinite, and photometric lights carry their intensity in candelas plus their IES profile where they have one. Worth knowing: 3ds Max's inverse (1/d) decay has no exact Redshift equivalent and is approximated, and Max's far attenuation is not transferred because Redshift ties that to intensity — both are named in the log rather than passed over in silence.
Render Settings & Camera Post Effects
Your render configuration lands on a Redshift VideoPost with the render engine already selected, so pressing F9 straight after import renders in Redshift with no setup step.
- Unified sampling, per-type sample overrides and noise threshold
- Trace depths — reflection, refraction and combined
- GI with irradiance cache and irradiance point cloud
- Caustics, motion blur and denoising
- Global displacement, plus per-object tessellation via the RS Object tag
- Volumetric fog through the RS Environment object
Per-camera post effects
The camera tag carries camera type, fisheye, cylindrical and stereo settings, and the whole post-effects stack transfers block by block — bloom, flare, streak, LUT, colour controls, optical settings and the backplate. Each block keeps its own override and enabled state, so a camera that had bloom switched off in Max arrives with bloom switched off in Cinema 4D.
Coming from V-Ray or Corona instead?
Redshift is not only a destination for Redshift scenes. Set the renderer dropdown to Redshift and a V-Ray or Corona scene is rebuilt as a native Redshift node graph — which means you can change renderer at the same time as you change application, in one pass.
VRayMtl and CoronaPhysicalMtl become RS Standard Material, lights become RS Lights, VRaySun and CoronaSun become RS Sun & Sky, HDRI environments become an RS Dome Light, and V-Ray or Corona proxies are baked into real geometry because Redshift cannot read .vrmesh or .cgeo. Some source-specific effects have no Redshift target and are logged rather than guessed.
Read the V-Ray & Corona → Redshift guideWhat Does Not Transfer
A short list, and a deliberate one. Everything here is written to the conversion log by name, so you always know what needs attention rather than discovering it at render time.
AOVs
Out of scope for now — render elements are not carried across
.rs proxy files
Not exported; the mesh path is preserved instead
VDB volume grids
RS Volume and RS Standard Volume arrive with ramps and settings, without the grid
OSL
RS OSL Material and RS OSL Map hold arbitrary code with nothing to map to
Hair & fur geometry
Hair shaders transfer; the strands themselves do not
Vertex colours
3ds Max’s OBJ exporter does not write them, so the slot is left empty and logged
Global post effects
Unreachable from MaxScript — post effects transfer per camera only
RS Camera Map picker
The referenced camera is an internal id, so the camera must be re-picked once
Redshift Conversion FAQ
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.
Switching to Redshift
Why studios move to the renderer already in C4D.
Batch exporter
Convert 100+ Redshift scenes overnight, unattended.
Pricing
1-year license. All updates included. Money-back guarantee.
Related Guides
V-Ray & Corona → Redshift
Change renderer and application in one step — what maps and what does not.
V-Ray 3ds Max to Cinema 4D
Sibling guide — VRayMtl, shader graphs, ~130 render settings, V-Ray Proxy.
Corona Materials in Cinema 4D
CoronaPhysicalMtl, CoronaBitmap, 80+ shader nodes, 1:1 mapping.
How to Open .max Files in Cinema 4D
Step-by-step on opening proprietary .max files inside Cinema 4D.
Studio Migration Playbook
Rolling Max → C4D across an archviz studio without dropping deadlines.
3dsky / Evermotion Assets in C4D
How to use .max archviz asset libraries in Cinema 4D without losing materials.
Keep every Redshift material. Every node. Every light.
24 material types. 123 texmaps. 6 light types. And no second renderer licence to buy.