FoliMesh

Ground cover for Godot

Ground cover rarely justifies a heavy scene: ferns, grass tufts and reeds exist to fill the gaps between trunks and boulders. These three models arrive as GLB scenes that Godot 4 reads natively, so you drag the file into the project and the mesh, materials and base pivot are ready. Leaves use alpha-cut transparency, which maps onto Godot's alpha scissor culling, and the -col node suffix or Advanced Import Settings give collision without extra work.

Godot builds mesh LODs on import, so place the hand-made LOD0–LOD3 in separate MeshInstance3D nodes and drive them with Visibility Range Begin/End — the engine's HLOD path. For dense forest floors, MultiMeshInstance3D scatters thousands of Grass Tuft, Fern or Reed copies in one call, visibility ranges included. Each new seed gives another variation, so meadows and shorelines stay varied.

Models
3
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.

Other categories

Same in other styles

Same for other engines