FoliMesh

Bushes in Realistic Style for Babylon.js

Realistic bushes arrive as GLB, so in Babylon.js the glTF loader from @babylonjs/loaders picks them up: ImportMeshAsync for a single hedge, LoadAssetContainerAsync plus instantiateModelsToScene when a scene needs rows of Boxwood or Hazel. All eight models ship with LOD0–LOD3 and a base pivot, which maps straight onto lod0.addLODLevel(30, lod1) and addLODLevel(80, lod2) — past the last threshold you can pass null and let the shrub disappear.

Leaves are masked cards using MATERIAL_ALPHATEST, so they write depth, need no sorting and cast correct shadows. Bark and foliage keep separate PBR materials, which suits thin instances when thousands of Juniper or Wild Rose are scattered across an open world. The invisible collision mesh works with checkCollisions or a Havok PhysicsAggregate, and every new seed re-rolls the silhouette.

Models
8
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

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).

Packs

Other categories

Same in other styles

Same for other engines