FoliMesh

Cacti & Succulents for Godot

Godot 4 imports GLB natively, so a Saguaro, Barrel Cactus, Prickly Pear, Agave or Aloe drops straight into the project as a ready scene. Each one ships with LOD0–LOD3, collision and a pivot at the base, which matters when you scatter hundreds of plants across uneven desert or western terrain.

Godot can generate its own LODs on import, but the hand-made levels work better in MeshInstance3D nodes driven by Visibility Range Begin/End. Spines and leaves use StandardMaterial3D with Transparency set to Alpha Scissor and Cull Mode Disabled; MultiMeshInstance3D draws thousands of copies in one call. The suffixes -col and -colonly build collision at import, and FBX comes in through the built-in ufbx importer from 4.3.

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

Using it in Godot

Godot 4 imports GLB/glTF natively — drop the file into the project — and FBX through the built-in ufbx importer (Godot 4.3+).

  • Godot generates mesh LODs on import automatically. To use the hand-made LOD0–LOD3 instead, put them in separate MeshInstance3D nodes with Visibility Range Begin/End and a fade mode — Godot's HLOD system.
  • Node-name suffixes such as -col or -colonly create collision shapes on import; collision can also be set up in Advanced Import Settings.
  • Leaves: StandardMaterial3D with Transparency = Alpha Scissor and Cull Mode Disabled; glTF alphaMode MASK maps to this automatically.
  • For forests, MultiMeshInstance3D draws thousands of copies in one call, and visibility ranges work on it too.

Packs

Other categories

Same in other styles

Same for other engines