MAX2C4D vs MaxToC4D (3DtoAll) — Which Converter Actually Preserves Your Materials?
Both MAX2C4D and MaxToC4D convert 3ds Max scenes to Cinema 4D in two clicks. The difference is in what happens to your Corona, V-Ray and Redshift materials — and everything around them.
Quick Answers
- Is MAX2C4D the same as MaxToC4D?
- No. MAX2C4D (max2c4d.com) and MaxToC4D (3DtoAll) are two different plugins from two different publishers. The names are similar but the products are unrelated.
- Is MAX2C4D a MaxToC4D alternative?
- Yes. MAX2C4D is the higher-fidelity alternative to MaxToC4D for Corona, V-Ray and Redshift projects — same two-click workflow, node-by-node material reconstruction instead of approximation.
- How many clicks does each converter take?
- Two, in both cases. Click Export in 3ds Max, click Import in Cinema 4D. MaxToC4D owns no speed advantage — MAX2C4D matches the workflow and adds material fidelity.
- Is MaxToC4D the best 3ds Max to Cinema 4D converter?
- For Corona, V-Ray and Redshift production work — layered shaders, render settings, ForestPack, V-Ray Decals — MAX2C4D preserves what MaxToC4D approximates or drops. For simple Standard-material scenes, or if you render in Octane, MaxToC4D may be sufficient.
Looking for a MaxToC4D review or alternative? Read this first.
Approximation vs. Reconstruction
Creates materials that look "similar" to the original — their own wording. The output requires manual adjustment. No render settings, no scatter objects, no V-Ray Decals, no cross-renderer conversion.
Reconstructs every material node-by-node: every property, every nested bitmap with exact tiling/offset/rotation, every Multi/Sub-Object polygon selection. Plus render settings, ForestPack, V-Ray advanced objects, and cross-renderer conversion.
For renderer-specific breakdowns of what reconstruction looks like in practice, see the Corona node-graph guide or the V-Ray scene conversion deep-dive.
Feature-by-Feature Comparison
Number of clicks
2 clicks (Export, Import).
2 clicks (Export, Import). Same workflow — full material fidelity.
Material conversion
Approximate "similar" materials. Manual adjustment expected after conversion.
Node-by-node reconstruction. Every property mapped to its native Cinema 4D equivalent.
Corona material types
Listed as supported — no published node count or graph preservation details.
20+ Corona types: CoronaPhysicalMtl, CoronaLayeredMtl, CoronaHairMtl, CoronaSkinMtl, CoronaToonMtl, and more — with full node graph.
V-Ray material types
Basic VRayMtl and common types. Limited property mapping.
15+ V-Ray types: VRayMtl, VRayBlendMtl, VRay2SidedMtl, VRayFastSSS2, VRayCarPaintMtl, VRayHairNextMtl — full property mapping.
Redshift material types
Listed as supported — approximate materials, no node graph reconstruction.
Full Redshift node graph: RS Standard, OpenPBR, Incandescent, SSS, Car Paint, Skin, Toon, Material Blender — 152 of 152 in-scope Redshift classes.
Shader node types
Undocumented count.
80+ Corona/V-Ray types plus 123 Redshift texmaps. CoronaBitmap, CoronaTriplanar, CoronaAO, VRayDirt, VRayMultiSubTex, RS Texture, RS TriPlanar, and many more.
Render settings
Not transferred. Copy GI, denoiser, tone mapping by hand.
Full transfer: GI, denoiser, tone mapping, LUT, caustics, environment overrides. ~130 V-Ray parameters.
V-Ray Decal & Clipper
Not supported.
Both transferred with full projection, material, and placement settings.
V-Ray Proxy (.vrmesh)
Converted to basic instances.
Full proxy support with .vrmesh path, display mode, materials.
V-Ray Fog & Aerial
Not supported.
Both transferred: fog color, density, scatter, height, atmospheric settings.
ForestPack → Scatter
Not supported — vegetation lost.
Full conversion: density, transforms, include/exclude zones, texture maps, clustering.
Cross-renderer conversion
Not supported — the target renderer must match the source.
Automatic in both directions: V-Ray → Corona, and V-Ray or Corona → Redshift. VRayMtl → CoronaPhysicalMtl, VRayMtl → RS Standard, VRayLight → RS Light, and so on.
Cameras
Basic camera transfer.
Physical cameras with exposure, DOF, bloom, glare, per-camera overrides.
Texture path handling
Basic relinking.
UNC, mapped drives, Synology NAS, OneDrive — all resolved. Zero broken links.
Price
$29 one-time.
$99/year. 14-day money-back. 2 machines per license.
$29 vs $99 — What Are You Actually Paying For?
If you spend even one hour fixing approximate materials after a MaxToC4D conversion, the $70 difference has already cost you more in billable time.
When MaxToC4D Might Be Enough
Simple scenes with Standard/Physical materials and basic textures. It also supports Octane, a renderer MAX2C4D does not target. But for production Corona, V-Ray or Redshift work — layered shaders, complex node graphs, render settings, ForestPack, V-Ray Decals — MAX2C4D is built specifically for this. It is also the only one of the two that converts across renderers, rebuilding a V-Ray or Corona scene as native Redshift.
Get the converter that actually preserves your materials.
1-year license. 14-day money-back guarantee.
Get MAX2C4D — $99