FoliMesh

Ground cover in Low-poly Style for Babylon.js

Low-poly ground cover is the lightest thing you can put in a Babylon.js scene: three models — Fern, Grass Tuft and Reed — each at LOD0–LOD3 with a pivot at the base, exported as GLB for the glTF loader in @babylonjs/loaders. Load one with ImportMeshAsync, or reach for LoadAssetContainerAsync and instantiateModelsToScene when a forest floor needs hundreds of copies.

Because colour sits in vertex colours (COLOR_0) and every face carries one flat-shaded normal, a single material covers the whole set: no textures, no UV work, hardly any video memory. Leaves are solid geometry, so there is no alpha overdraw on mobile GPUs. Wire the levels with lod0.addLODLevel(30, lod1), keep the collision mesh hidden and drive it with checkCollisions or Havok, then scatter tufts through thinInstanceAdd in one draw call.

Models
3
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Low-poly style

Low-poly vegetation is the cheapest style to render and to ship.

  • Flat shading: one normal per face gives the crisp faceted look; no normal maps.
  • Colour lives in vertex colours (glTF COLOR_0), so there are no textures, no UV work and almost no video memory.
  • Leaves are solid geometry, not alpha cards: no alpha testing and no transparent overdraw, which matters on mobile GPUs.
  • One material can be shared by every model in the scene, so trees batch and instance easily.
  • Typical budgets range from a few hundred to a couple of thousand triangles at LOD0.

A good fit for mobile, WebGL/WebGPU, VR, strategy, city builders and stylised indie games. In the engine, use a material that multiplies by vertex colour.

Using it in Babylon.js

Babylon.js loads GLB through the glTF loader in @babylonjs/loaders: ImportMeshAsync (or SceneLoader.ImportMeshAsync in older code), or LoadAssetContainerAsync when you need many copies via instantiateModelsToScene.

  • LOD: lod0.addLODLevel(30, lod1), addLODLevel(80, lod2) and so on; passing null as the mesh hides the object beyond that distance.
  • Thousands of trees: thin instances (thinInstanceAdd with matrices) render in one draw call per mesh; use regular createInstance when each tree needs its own picking or logic.
  • Leaves: glTF MASK maps to alpha-tested PBRMaterial (MATERIAL_ALPHATEST).
  • Collision mesh: set isVisible = false and use it with checkCollisions or Havok physics (PhysicsAggregate with a MESH shape).

Other categories

Same in other styles

Same for other engines