Hey everyone,
I’ve been working on a tool to convert full 3ds Max / Corona scenes to Cinema 4D / Corona — and I’m pretty excited about the results so far.
It’s still very much in development, but here’s what’s already working:
Geometry & Objects
OBJ-based export
Multi/Sub-Object materials with correct polygon selections
TurboSmooth/MeshSmooth baked on export (scene untouched)
Hidden objects filtering
Instance detection & linked object conversion
Layer hierarchy preserved (nested layers → Null hierarchy in C4D)
Splines with multi-segment support (closed/open, Bezier tangents, Edit Spline modifier)
Corona Proxy
Full .cgeo proxy import with library path resolution
Multi/Sub material assignment via proxy slots (index-based)
UV V-flip correction for Max→C4D convention
Animation parameters (mode, offset, speed)
ChaosScatter
Full 1:1 parameter mapping
Model hierarchy with per-node frequencies
Distribution modes (surface, spline, UV)
Translation/rotation/scale randomization
Include/exclude zones with per-zone falloffs, scales & densities
Clusters, slope/altitude/camera limiting, collision avoidance
Corona Decal
Full projection properties (size, depth, angle, bend)
Channel replacement flags (base color, specular, opacity, emission)
Bump/displacement modes (keep/replace/add)
Materials
Full Legacy → Physical material conversion
Corona Physical: base layer, roughness (Glossiness/Roughness mode), metalness, IOR, edge color
Refraction (thin mode, caustics, dispersion), opacity, displacement
Clearcoat (with absorption & bump), sheen, thin film, SSS, volumetrics
Translucency, thin absorption, anisotropy
Emission (color, map, level)
Corona Layered Material (base + N layers with masks & amounts)
Corona Light Material, Portal Material
Corona Ray Switcher, Shadow Catcher, Volume Material
Multi/Sub-Object with face-accurate selection tags
Blend Material, Standard Material & Max Physical Material (auto-converted)
Material name deduplication (instance-based comparison)
Linear → sRGB color space conversion (pure gamma 2.2)
Shaders & Textures
Corona Bitmap with tiling, offset, rotation, map channel, sRGB/linear profiles
Corona Normal (flip/swap, additional bump)
Corona Mixture/Mix with transition zone (upper/lower → Fresnel curve)
Corona Color Correct (hue, sat, brightness, contrast, per-channel gain with exposure for >100%)
Corona Triplanar (X/Y/Z projection, blending, scale/offset/rotation)
Corona AO, Round Edges, UVW Randomizer, Mapping Randomizer
Corona MultiMap (random per element/instance/polygon)
Corona Distance (near/far gradient, inside volume mode)
Corona FrontBack, Data, Wire, Select, Curvature
MultiTile/UDIM support
Falloff → Fresnel/Mixture, Noise, Checker, Gradient Ramp
CompositeTexturemap → Layer shader (20 blend modes, masks)
Output Color Map curves (sampled → Filter shader with SplineData)
Color Correction per-channel gain → Exposure + curves
Lights
Corona Lights (sphere, rectangle, disc, cylinder) with correct shapes & sizes
Intensity with proper unit conversion (Lumen, Candela, Lux, W/sr/m²)
Color temperature (blackbody) mode
IES profiles (auto-collected to export folder)
Directionality, double-sided emission, visibility flags
Corona Sun & Moon
Sun with azimuth/elevation from position, size multiplier, auto-Sky creation
Moon with phase, disk brightness, rotation, color filter
Visibility flags (direct, reflections, refractions, caustics)
Cameras
CoronaCam with focal length, sensor width, zoom factor, f-stop, ISO, shutter speed
DOF with focus distance & focus object linking
Camera clipping planes
Per-camera Bloom & Glare overrides (intensity, threshold, streaks, rotation, blur, size)
Per-camera Sharpening overrides
Per-camera Tone mapping pipeline via .conf files
Environment & Sky
Corona Sky — 3 modes: Color, Physical (Hosek/Rawfake/PRG), Shader/HDRI
Full physical sky: turbidity, horizon blur, ground color, altitude, night blueness
Clouds (amount, variety, cirrus, altitude, seed, density)
Contrails & Stars
HDRI environment with offset correction (+0.25) & intensity mapping
Global Volume Fog (CoronaVolumeMtl → render settings)
Render Settings
Progressive rendering (pass/time/noise limits)
Global Illumination (solver type, GI vs AA balance)
Bloom & Glare, Sharpening, Denoising (Optix/Intel)
Tone mapping pipeline (Simple Exposure, Vignette, White Balance, Saturation, Reinhard, Filmic, Contrast, LUT, Tint, Curves)
Photographic exposure (ISO, f-stop, shutter speed)
Caustics (surface/volume multiplier, from environment)
Fireflies filter, image filter, highlight clamping
Displacement settings, UHD Cache, max ray depth
Performance settings (adaptive light solver, OOC textures, lock sampling)
The pipeline is a MaxScript exporter + C4D Python importer. One click on each side. I’ve attached comparison renders — left is Max, right is C4D. Same scene, no manual adjustments.
Still a lot to do, but it’s getting there. Would love to hear your thoughts!
Edit: Updated the feature list — quite a lot has been added since the original post!







