FoliMesh

Bushes in Realistic Style for three.js

Load the GLB with GLTFLoader from three/addons, then register every mesh in THREE.LOD via lod.addLevel(mesh, distance), and Bamboo, Hedge or Boxwood swaps through LOD0–LOD3 by camera distance. Realistic bark uses PBR base colour, normal and roughness maps; leaf cards are alpha-tested, so the glTF MASK becomes alphaTest and cards write depth without sorting, which keeps shadows correct.

For hedges and undergrowth between trees, InstancedMesh draws thousands of copies in one call; group instances by LOD per chunk, since THREE.LOD is not per-instance. Pass the invisible collision mesh to Rapier or cannon-es. All 8 models — Juniper, Wild Rose, Raspberry, Hazel — ship with four LODs, base pivot, GLB/FBX/OBJ export and endless seed variations, on WebGLRenderer or WebGPURenderer.

Models
8
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 three.js

In three.js, load GLB with GLTFLoader from three/addons; add DRACOLoader or KTX2Loader only if a file uses those extensions.

  • Distance LOD: THREE.LOD with lod.addLevel(mesh, distance) for LOD0–LOD3; it switches levels by camera distance every frame.
  • Forests: InstancedMesh draws thousands of copies in one draw call, and BatchedMesh mixes several tree variations. THREE.LOD does not apply per instance, so group instances by LOD per chunk yourself.
  • Leaves: glTF alphaMode MASK becomes material.alphaTest, and double-sided materials get side: THREE.DoubleSide automatically.
  • Collision mesh: keep it invisible and pass it to a physics library such as Rapier or cannon-es.

Works with both WebGLRenderer and WebGPURenderer.

Packs

Other categories

Same in other styles

Same for other engines