FoliMesh

Rocks in Realistic Style for Babylon.js

Babylon.js reads these GLB rocks directly through the glTF loader in @babylonjs/loaders: ImportMeshAsync for a single boulder, LoadAssetContainerAsync with instantiateModelsToScene when a scatter field needs hundreds of copies. Realistic stone uses the PBR metal/roughness workflow Babylon.js renders as-is, with normal maps for strata, cracks and moss.

The set holds 7 assets — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — each with LOD0–LOD3, collision and a base pivot, which suits survival maps, open worlds and simulators. Chain levels with lod0.addLODLevel(30, lod1) and addLODLevel(80, lod2); pass null to cull a mesh entirely. Rocks are static, so thin instances (thinInstanceAdd) draw a whole talus slope in one call per mesh, and the hidden collision mesh works with checkCollisions or Havok PhysicsAggregate.

Models
7
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