FoliMesh

Ground cover in Realistic Style for PlayCanvas

PlayCanvas loads GLB as a container asset: drop the file into the editor, or call app.assets.loadFromUrl(url, 'container') in engine-only code and instantiate the render entity. Every model ships LOD0–LOD3, and since the engine has no LOD component, a short script that compares camera distance and toggles the render components covers it.

Realistic ground cover fits first-person and third-person games, survival and open worlds. Bark maps (base colour, normal, roughness) and masked leaf cards are separate materials, so set cull mode to none for two-sided foliage. Keep static Fern, Grass Tuft and Reed in a batch group and scatter the rest with meshInstance.setInstancing(). Collision is a mesh component plus a static rigidbody with rendering disabled; on mobile start from LOD1 and watch overdraw.

Models
3
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

Using it in PlayCanvas

PlayCanvas treats GLB as a container asset. In the Editor, upload GLB (FBX is converted to GLB on import) to get a template with the model hierarchy; in engine-only code use app.assets.loadFromUrl(url, 'container') and asset.resource.instantiateRenderEntity().

  • LOD: there is no built-in LOD component, so a small script compares camera distance and toggles the render components of the LOD0–LOD3 entities.
  • Static trees can share a batch group to merge draw calls; for large forests use hardware instancing with meshInstance.setInstancing() and a vertex buffer of transforms.
  • Leaves: glTF MASK sets alphaTest on the StandardMaterial; use cull mode none for two-sided leaves.
  • Collision mesh: a collision component of type mesh plus a static rigidbody, with its render component disabled.

Other categories

Same in other styles

Same for other engines