FoliMesh

Vines and ivy for Babylon.js

Vegetation for Babylon.js in GLB: import it with SceneLoader, connect the LOD levels and build forests that run in the browser. This group covers climbing and trailing plants for game scenes: lianas wrapped around tree trunks, Virginia creeper spreading over walls, ivy climbing stone and brick surfaces, and hanging lianas that drop from branches and canopies. They make jungles, ruins and old buildings look overgrown. Each model comes with LOD0 to LOD3, collision and a pivot at the base, so vines can be attached to trunks, walls and rocks without extra setup. Wind weights let leaves and tendrils sway naturally. Every seed changes the leaf density, length and growth pattern, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 5 game-ready models in this selection. Every model has LOD0–LOD3, collision and a pivot at the base, and each new seed gives a new variation of the same species.

Models
5
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

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