FoliMesh

Vegetation for Open-World Games

Open worlds need two things from vegetation: huge variety and a tiny cost per instance. Procedural assets give you both.

Packs

Variety at scale

An open world can show thousands of trees at once. With hand-made assets you have ten oaks; with FoliMesh you export as many seeds as you need, so no two hills look alike.

Cost per instance

LOD0–LOD3 fitted to budgets, plus a two-triangle impostor, keep far forests almost free. Leaf overdraw is measured, so the crowns do not kill the GPU.

Biomes

Combine the biome packs — forests, beaches, deserts, savanna, rocks — to cover a whole map in a consistent style.

Scatter-ready

All assets have pivots at the base and collision, ready for the Unity terrain tools, Unreal Foliage and PCG, or any scatter system.

Related

Frequently asked questions

How many variations can I get?

As many as you need: every seed gives a new tree of the same species.

Will thousands of trees run well?

LODs and impostors make far trees very cheap; the real limit is how many LOD0 trees are near the camera.

Which biomes are covered?

Temperate and coniferous forest, tropical beach, desert, savanna and rocky terrain, with more coming.