What Actually Transfers

Every material, texture, light, camera and render setting MAX2C4D carries across — and what each becomes on Corona, V-Ray and Redshift. Measured on real client scenes, not compiled from a feature list.

If you have been burned by a converter that promised everything, this is the page to read before you buy. It includes the handful of things that don't transfer.

121/127
material and shader types transfer
0
visible gaps across 9 engine routes
80,207
material settings compared with 3ds Max, none differ
152/152
Redshift classes covered

How to read this

Delivered
The path exists and is measured against 3ds Max's own output.
Partial
It comes across, but some settings do not. Those are named in the import log.
No equivalent
The target engine has nothing that could receive it — a Corona Slicer has no Redshift counterpart. It falls back to the closest material and says so.
Not handled
Not converted on that target. Use one of the other two.

Nothing is ever dropped in silence. Whatever a target engine cannot take is written to the import log by name, with its value, so you know exactly what to redo by hand instead of hunting for it.

Corona materials

Sixteen types, all delivered to Corona for Cinema 4D. The V-Ray and Redshift columns say what the same material becomes when you change target.

3ds Max typeto Coronato V-Rayto Redshift
CoronaPhysicalMtlDeliveredDeliveredDelivered
CoronaLegacyMtlDeliveredDeliveredDelivered
CoronaLayeredMtlDeliveredDeliveredDelivered
CoronaLightMtlDeliveredDeliveredDelivered
CoronaSelectMtlDeliveredDeliveredDelivered
CoronaPortalMtlDeliveredDeliveredDelivered
CoronaRaySwitchMtlDeliveredDeliveredNo equivalent
CoronaHairMtlDeliveredDeliveredPartial
CoronaShadowCatcherMtlDeliveredPartialPartial
CoronaSkinMtlDeliveredPartialPartial
CoronaToonMtlDeliveredPartialPartial
CoronaVolumeMtlDeliveredNot handledPartial
CoronaScannedMtlDeliveredNot handledNo equivalent
CoronaFabricMtlDeliveredNot handledNo equivalent
CoronaSlicerMtlDeliveredNot handledNo equivalent
CoronaOutlineMtlDeliveredNot handledNo equivalent

CoronaPhysicalMtl carries clearcoat, sheen, subsurface scattering, volumetrics, complex IOR, thin film, dispersion, and the Glints layer from Corona 15.

V-Ray materials

Fifteen types. The middle column is the Corona fallback, used when V-Ray for Cinema 4D is not installed — so nothing on this list arrives empty.

3ds Max typenative V-RayCorona fallbackto Redshift
VRayMtlDeliveredDeliveredDelivered
VRayLightMtlDeliveredDeliveredDelivered
VRayBlendMtlDeliveredDeliveredDelivered
VRay2SidedMtlDeliveredDeliveredDelivered
VRayFastSSS2DeliveredDeliveredDelivered
VRayCarPaintMtl / 2DeliveredDeliveredDelivered
VRayFlakesMtl / StochasticDeliveredDeliveredDelivered
VRayToonMtlDeliveredDeliveredDelivered
VRayBumpMtlDeliveredDeliveredDelivered
VRayOverrideMtlDeliveredDeliveredDelivered
VRayHairNextMtlDeliveredDeliveredPartial
VRayMtlWrapperNot handledDeliveredDelivered
VRayScatterVolumeNot handledDeliveredPartial
VRaySwitchMtlPartialDeliveredPartial
VRaySkinMtlPartialPartialDelivered

VRayPlane is the one flat refusal: Cinema 4D has no V-Ray infinite plane to build.

Redshift and 3ds Max native materials

The Redshift surface is covered end to end — 152 of 152 classes: 24 materials, 123 texmaps, 6 lights, the renderer and the modifiers. Any RS_* class not named individually is handled by a generic engine that reads it by introspection and rebuilds the matching node — 142 classes, 1,380 value ports, validated on a generated scene where 126 of 127 produce the expected node with no warnings.

3ds Max native materials · 4 types

StandardMaterialPhysicalMaterialMulti/Sub-ObjectBlend

Third-party plugins · 2 types

MultiTexture (CG-Source)Forest_Color (iToo)

Both third-party maps become a Corona Multi Shader, with per-layer probabilities, disabled layers, seed, blur and hue/saturation/gamma randomisation.

Textures and shaders

Each texture keeps its colour space (sRGB, linear, ACEScg), gamma, alpha setting, tiling, output curve, per-channel corrections and UDIM tokens — not just its file path.

Corona · 21 types

CoronaBitmapCoronaNormalCoronaColorCorrectCoronaMixCoronaTriplanarCoronaAOCoronaColorCoronaRoundEdgesCoronaMultiMapCoronaMappingRandomizerCoronaDistanceCoronaBumpConverterCoronaFrontBackCoronaDataCoronaCurvatureCoronaEdgeMapCoronaRaySwitchCoronaSelectCoronaTileMapCoronaTonemapControlCoronaWire

V-Ray · 17 types

VRayBitmapVRayNormalMapVRayDirtVRayTriplanarTexVRayColorVRayMultiSubTexVRayCompTexVRayUVWRandomizerVRay2SidedTexVRayDistanceTexVRayBump2NormalVRayColor2BumpVRayEdgesTexVRayCurvatureVRaySkyVRayRaySwitchVRayNoiseTex

3ds Max native · 15 types

BitmapTextureNormal_BumpMixRGB_MultiplyColor_CorrectionCompositeTexturemapOutputFalloffNoiseCheckerCellularGradient_RampGradientMultiTile (UDIM)ColorMap

Geometry and scene structure

Meshes
Delivered

Editable Poly and Editable Mesh. Quads preserved rather than triangulated.

Object hierarchy
Delivered

Parents, children and groups.

Layers
Delivered

Rebuilt as C4D layers, including names written by a localised 3ds Max.

Transforms
Delivered

Position, rotation, scale, pivot offset. Look At constraints are recomputed — 3ds Max never writes them down.

Multiple UV channels
Delivered

Every map channel, indexed so all three engines read the right one.

Vertex colours
Delivered

Since the move to Alembic. OBJ cannot carry them at all.

Material IDs
Delivered

matIDs become polygon selection tags, which is what makes Multi/Sub-Object usable.

Smoothing and normals
Delivered

Smoothing groups, plus explicit normals rebuilt when 3ds Max refuses its own.

Instances
Partial

Render Instances on the 3ds Max route. The native reader builds them as full meshes.

Edit Poly / ProBoolean stacks
Not handled

A .max stores the recipe, not the result: only 3ds Max can replay those. This is why the 3ds Max route exists.

Lights and cameras

Corona lights
Delivered

CoronaLight in every shape, CoronaSun.

V-Ray lights
Delivered

VRayLight (plane, disc, sphere, dome, mesh), VRaySun, VRayIES.

Redshift lights
Delivered

rsPhysicalLight, rsDomeLight, rsSunLight, rsSunSkyLight. rsPortalLight is approximated.

3ds Max standard lights
Delivered

Omni, Target and Free Spot, Directional, Target Directional.

Photometric lights
Delivered

Free and Target, in Sphere, Area, Disc, Cylinder and Linear variants. IES profiles included.

Visibility flags
Delivered

A light taken out of reflections or fog stays out of them.

Cameras
Delivered

Physical, Free and Target, including VRayPhysicalCamera and CoronaCam.

Depth of field
Delivered

Focus distance and target distance, at their real values.

Per-camera PostFX
Delivered

Redshift effects attached to a camera transfer in full.

Environment, sky and atmospherics

Physical sky
Delivered

Corona Sky, VRaySky, RS Physical Sky — and the sky arrives with its sun.

HDRI environment
Delivered

With its projection, offset and intensity.

Environment overrides
Delivered

A scene can show one image to the camera, another in reflections, a third in refractions. All three are read.

Global volume
Delivered

Scene fog, absorption, scattering.

VRayEnvironmentFog, VRayAerialPerspective
Delivered

V-Ray atmospherics, on both routes.

Redshift Volume Scattering
Partial

Approximated, and said so in the log.

Colour management
Delivered

OCIO and ACES aligned with the 3ds Max scene. Legacy maps to basic mode.

Render settings and image

Resolution and format
Delivered

Optional, governed by the Override render settings tickbox.

Corona tone mapping
Delivered

The whole stack, carried to all three targets. Read on Corona 5, 6 and 15, whose addresses differ.

Corona frame buffer
Delivered

Bloom and glare, denoising, ray depths, exposure. A Corona 5 scene went from 3 settings transferred to 50.

V-Ray render settings and VFB
Delivered

115 addresses read natively, plus the VFB2 layer stack.

Redshift renderer
Delivered

Engine settings and camera PostFX.

Per-material ray depth
Delivered

Each material carries its own instead of one scene-wide value, which used to darken thick glass.

Global Redshift PostFX
Partial

Unreachable from MaxScript. Open debt.

Scatter, proxies and decals

Chaos Scatter
Delivered

Sources, spline-bounded areas, density curves, its own layer. Hidden sources are no longer thrown away.

ForestPack (iToo)
Partial

Converted to a scatter on the 3ds Max route. The native reader does not read it.

Corona and V-Ray proxies
Delivered

File path and transform, on both routes.

Corona and V-Ray decals
Delivered

Size, projection, angle limits, mask, material and the object list.

VRayClipper
Partial

On the 3ds Max route only.

VRayFur
Partial

On the 3ds Max route only.

Include and exclude lists
Delivered

Resolved once every object is built.

Splines and modifiers

Spline curvature
Delivered

3ds Max stores a type per point — smooth, corner or bezier. Translated, instead of arriving as straight segments.

Renderable splines
Delivered

A spline with Enable In Renderer arrives as a Sweep, at the right thickness and side count.

Spline material
Delivered

A curve rendered as a tube does have a surface to shade.

Circle and rounded Rectangle
Partial

Open debt — the tangents have not been measured yet.

TurboSmooth
Delivered

Becomes a Subdivision Surface.

Shell
Delivered

Becomes a Cloth Surface.

Extrude, Lathe, Bevel
Delivered

Matching generators.

Displace, Noise, Push
Delivered

Matching deformers.

UVW Map
Delivered

Becomes a projection on the texture tag.

Primitives
Delivered

Box, Sphere, Cylinder, Plane and Tube are rebuilt as C4D primitives instead of arriving empty.

Unwrap UVW, Turn to Mesh, Edit Spline, XForm
No equivalent

Nothing to do: baked UVs are already in the channels, the conversion is neutral, the transform composes into the matrix.

What needs the 3ds Max route

MAX2C4D ships two ways of reading a .max, on purpose. The native reader needs nothing installed; the 3ds Max route lets Max itself supply the values, which is the only way to get four of them. If your scenes rely on these, keep a Max seat around — one is enough for a whole studio, since everyone else imports the folder it exports.

  • VRayClipper
  • VRayFur
  • ForestPack
  • Instances (copies arrive as full meshes)

One file type neither route opens

A .max saved with 3ds Max's “Compress on save” option is encoded with a codec Cinema 4D does not ship, so the native reader cannot open it — 5 of the 183 files in our test corpus. MAX2C4D names the option and gives you the two ways round it: re-save from 3ds Max with the box unticked, or import through the 3ds Max route.

Why these numbers are checkable

A .max file does not say what its data means. It stores values at numeric addresses, and the meaning of those addresses lives compiled inside 3ds Max and each render engine. An address off by one row raises no error — it produces a scene that is plausible and wrong. A reflection slightly too hard, a glass slightly too dense, and nobody notices until the final render.

MAX2C4D avoids that trap because it has both routes. The same scene goes out through the native reader and through real 3ds Max, and the two results are compared automatically, value by value. The truth is never written by hand — 3ds Max supplies it.

Current result: 80,207 identical values, 0 divergent, across 37 scenes and 2,529 materials, covering 240 decoded classes and 2,914 named properties.

Stop rebuilding your entire scene by hand.

Every hour you spend rebuilding materials, relinking textures, and reconfiguring lights and render settings is an hour you're not rendering, not iterating, not billing. MAX2C4D pays for itself on the first scene.

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