FoliMesh

Procedural Vegetation Generator

Generate vegetation instead of buying it one model at a time: every species is a set of rules, and every seed is a new asset.

Packs

Rules, not meshes

A procedural species describes how a plant grows: how many branch levels, at which angles, how branches thin out, where leaves appear. The generator turns those rules and a seed into a mesh in a fraction of a second.

Why it matters for games

  • No repetition — thousands of variations of one species
  • Control — age, style, clear trunk, triangle budgets
  • Consistency — every asset follows the same quality rules and LOD scheme

Built-in optimisation

The generator fits each LOD to a triangle budget and measures leaf overdraw, so the result is ready for real-time use without manual decimation.

Everything in one place

Trees, palms, bushes, ground cover, cacti and rocks share one generator and one look.

Related

Frequently asked questions

What is procedural vegetation?

Vegetation created by rules and random seeds instead of being modelled by hand, so each result is unique but follows the same quality.

Is the result deterministic?

Yes. The same species, parameters and seed always give exactly the same model.

Can I control the result?

Yes. You choose the species, seed, age, style and triangle budgets per LOD.