Using Superellipse PBR Textures in Cinema 4D + Chaos Corona
This guide will walk you through installing the Superellipse PBR Importer plugin and loading your texture packs into Cinema 4D with Corona render engine as fully wired Corona Physical Materials — in seconds.
What You'll Need
Before getting started, make sure you have the following:
- Cinema 4D (2023–2026, including all point releases)
- Chaos Corona 15 or newer
- Windows or macOS
- The Superellipse PBR Importer for Cinema 4D Corona. Download it here
Why the Plugin Exists
Cinema 4D has no native PBR importer for Corona. When you purchase a Superellipse texture pack, you receive a folder of image maps — basecolor, roughness, metallic, normal, AO, height, and more.
Without the plugin, combining those into a properly configured Corona Physical Material means manually creating bitmap shaders, setting colour spaces on every map, wiring each connection, and configuring channels like clearcoat, anisotropy, glass, and displacement from scratch.
The Superellipse PBR Importer reduces the entire process to two clicks: run the plugin, select a folder, done. An expert material setup in seconds.
Step 1 — Install the Plugin
Close Cinema 4D completely before copying the files.
Unzip the downloaded file Superellipse_C4D_Corona_PBR_Importer.zip. Inside you'll find a folder called Superellipse Corona — this is what you need to copy.
Copy the entire Superellipse Corona folder into your Cinema 4D plugins directory. Replace [version] with your Cinema 4D version number — for example 2025 or 2026.
Windows
C:\Users\<YourName>\AppData\Roaming\Maxon\Maxon Cinema 4D [version]\plugins\
macOS
~/Library/Preferences/Maxon/Maxon Cinema 4D [version]/plugins/
Make sure you copy the entire Superellipse Corona folder — not just the .pyp file inside it.
Can't find the plugins folder?
Open Cinema 4D, go to Edit > Preferences, then click Open Preferences Folder at the bottom left of the Preferences window. Navigate into the plugins subfolder — this is the correct location.
Reopen Cinema 4D once the folder is in place.
Step 2 — Import a Material
In the Cinema 4D toolbar, go to Extensions > Superellipse > Import Material (Corona).

A folder picker will appear. Navigate to your Superellipse texture folder and select it. The plugin remembers your last used location between sessions, so subsequent imports are even faster.

An options dialog will appear before the material is built:
- Composite AO into Base Colour — ticked by default. Multiplies the ambient occlusion map over the base colour, adding subtle contact shadowing in crevices. Untick if you prefer to handle AO manually or want a clean base colour.
- Enable Displacement — unticked by default. Tick this to activate height-based displacement immediately on import. See the Displacement section below for what else is needed in your scene.

Click OK — the plugin takes over from here. Done!
The material is added directly to your scene and named automatically from the folder name. For example, Boucle_Fabric_Willow_4K becomes Boucle Fabric Willow 4K — Superellipse. A confirmation dialog appears when everything is complete.

Housekeeping Note: Keep your unzipped texture folders in a permanent location before importing — the material references wherever the files are at the time of import, so moving them afterwards will disconnect the textures.
Step 3 — Apply the Material
Once the material appears in the Material Manager, drag it onto any object in your scene to apply it.
To view the setup - Open the Node Material Editor (under Corona toolbar). Drag the material from the C4D Material Manager (Shift + F2) into the empty node editor.
All texture nodes will be displayed and organised, named with the SE_ prefix so they're easy to identify at a glance — SE_BaseColor, SE_Roughness, SE_Normal, and so on.

The material parameters are also accessible directly via the Base Layer, General, and other tabs in the standard material editor — both views reflect the same setup.
Step 4 — Adjusting Tiling
To adjust how the material tiles across your object, use the Texture Tag that appears on the object when you apply the material. Select the tag in the Object Manager and adjust Length U and Length V — lowering these values increases the tiling frequency. This affects all maps in the material simultaneously since they all share the same UV projection from the tag.
For more complex tiling needs, individual Corona Bitmap shaders inside the material each have their own Tiles U and Tiles V parameters accessible by double-clicking into the shader.
Tips & Best Practices
Enabling Displacement
If a height map is detected, the plugin wires it automatically with a default range of −0.1 cm / +0.1 cm. Displacement is off by default — to enable it, open the material, go to the Displacement tab and tick Enable. You can also tick Enable Displacement in the options dialog at import time.

Adjust the Min Level and Max Level values to control intensity. The defaults suit fine detail like fabric and leather — increase for more pronounced depth. For subdivision quality at render time, add a Corona Displacement Modifier tag to your object via right-click > Corona Tags > Displacement Modifier.
Glass Materials
For glass and transparent materials, the plugin automatically enables Refraction and wires the transmission maps into Corona's Volumetrics system. Because Corona glass is physically based, the final result is closely tied to your scene's lighting, the geometry's physical scale, and the Distance value — some art direction after import is expected and normal.
Glass colour depth
The colour of the glass is driven by the transmission colour map and lives in Volumetrics > Absorption color. The key control is the Distance value under "additional" at the bottom, which defaults to 0.4 cm:
- A smaller Distance condenses the colour — the glass appears darker and more saturated
- A larger Distance allows more light through — the glass appears lighter and clearer
- Match the Distance to the approximate physical thickness of your glass object in the scene

Smoked and milky glass
For smoked, frosted, or milky glass, both a transmission colour (absorption) and a subsurface scatter colour are wired automatically when the relevant maps are present. These work together in Volumetric mode to give the glass internal depth and a cloudy quality. The Distance value is set automatically for all glass and volumetric materials — no additional setup is needed.
Anisotropy
Anisotropy controls the directional stretching of reflections — common in brushed metals, carbon fibre, and satin fabrics.

Full Anisotropic sets (weight + angle maps)
When both an anisotropic weight map and an anisotropic angle map are present, both are wired automatically. The weight map drives per-pixel intensity at full strength.
Anisotropic Angle-only sets
Some Superellipse texture sets include only a single anisotropy map. In this case the plugin sets a default anisotropy weight of 0.6 (60%). To adjust, open the material and go to Base Layer > Anisotropy > Value. Increase toward 1.0 for a stronger effect, decrease toward 0 to soften it.
For metallic paint materials, a lower default of 0.1 is applied to keep the highlight subtle.
Batch Import
To import multiple materials at once, use Extensions > Superellipse > Import Batch (Corona).
Select a parent folder containing your texture sets as subfolders. The plugin scans one level deep and presents a scrollable checklist of everything it finds. Tick the sets you want — use Select All or Deselect All for large libraries — then click OK.
You will also have the option to enable displacement across all selected materials in the next step.
A summary dialog confirms how many materials were created and flags any that failed.



Supported Maps
The plugin automatically detects and wires the following maps when present in your texture folder:
Base Color, Roughness, Metallic, Normal, Ambient Occlusion, Height / Displacement, Opacity, Emission, Anisotropic Weight, Anisotropic Angle, Clearcoat Weight, Clearcoat Colour, Clearcoat Roughness, Transmission Weight, Transmission Colour, Subsurface Weight, Subsurface Colour
Troubleshooting
The plugin doesn't appear in the Extensions menu — confirm the Superellipse - Corona folder was placed in the correct plugins directory and that Cinema 4D was fully closed before copying. The folder itself must be inside plugins/ — not the .pyp file directly. Also confirm that Chaos Corona is installed and loaded — the plugin shows a warning if Corona is not detected.
Batch import shows 'single set detected' — you have selected a texture folder directly rather than the parent folder. Navigate up one level and select the folder that contains your texture set folders.
No maps found — check that your texture filenames have been unaltered since download. The C4D console (Extensions > Console) will list any files that were skipped.
This importer is designed specifically for Superellipse texture packs and requires filenames to be unaltered from download. It will not recognise textures from other sources or manually renamed files.
Textures appear missing after import — the material references the original location of your texture folder. If you have moved, renamed, or deleted that folder since importing, Cinema 4D will no longer find the image maps. Re-run the plugin pointing to the new folder location to reimport fresh.
Displacement isn't showing in renders — make sure you have ticked Enable in the material's Displacement tab, and that you have added a Corona Displacement Modifier tag to the object for subdivision at render time.
Glass colour has no effect — check that the Distance value in Volumetrics > Absorption is not zero. A Distance of 0 produces no volumetric effect regardless of the colour map. The plugin defaults to 0.4 cm.
Normal map looks inverted — bumps appear as dents — this is unlikely with standard Superellipse texture sets. If it occurs, open the material, go to Base Layer > Bump > Texture, click through to the Corona Normal shader, and under Channels Direction try toggling Flip Y (green).
Colours look washed out or roughness looks wrong — this is a colour space issue. The plugin sets colour spaces automatically, so this should not occur on imported materials. If setting up a material manually: Base Colour and Emission maps should use sRGB; all other maps (Roughness, Metalness, Normal, Height, AO, Opacity, Anisotropy) should use Linear. Setting a data map to sRGB, or a colour map to Linear, is the most common cause of incorrect material response in Corona.
Batch import finds 0 sets — the batch tool scans one level of subfolders. Make sure your texture sets sit as direct subfolders of the parent folder you selected — not nested deeper.
Questions?
If you run into anything not covered here, reach out at support@superellipse.co and include the name of the texture pack you were importing, along with your Cinema 4D and Corona version numbers.