FoliMesh

Cacti & Succulents in Realistic Style for three.js

For desert scenes in three.js, these five realistic cacti — Saguaro, Barrel Cactus, Prickly Pear, Agave and Aloe — ship as GLB with LOD0–LOD3 and a pivot at the base. Load the file with GLTFLoader from three/addons and wire each level into THREE.LOD using lod.addLevel(mesh, distance), so the renderer swaps meshes by camera distance.

Bark and leaf materials are separate PBR sets from the glTF 2.0 metal/roughness workflow; masked leaf cards arrive as material.alphaTest with side: THREE.DoubleSide. Drop the invisible collision mesh into Rapier or cannon-es. Both WebGLRenderer and WebGPURenderer work. For dense desert floors, instance copies with InstancedMesh; grouping instances by LOD per chunk is on you, since THREE.LOD doesn't apply per instance.

Models
5
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