FoliMesh

Trees for Godot

Godot 4 reads GLB straight from the FileSystem dock, so any of the 14 species — oak, Scots pine, spruce, birch or cypress — lands in the scene tree with its LOD0–LOD3 chain, collision and base pivot intact. The glTF alphaMode MASK on the leaf cards maps to StandardMaterial3D with Transparency = Alpha Scissor and Cull Mode Disabled, which is what keeps canopies from turning into black boxes.

Because the importer builds its own LODs, put the hand-made levels in separate MeshInstance3D nodes and drive them with Visibility Range Begin/End and a fade mode — Godot's HLOD setup. MultiMeshInstance3D then fills a valley with spruce, birch or cypress in a single draw call. Realistic sets suit RPGs and sims; low-poly suits stylised and mobile projects.

Models
14
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