FoliMesh

Rocks in Realistic Style for three.js

Rock assets for three.js ship as GLB and load with GLTFLoader from three/addons; you only need DRACOLoader or KTX2Loader if a file uses those extensions. Every model — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff, Cliff with Boulders — has LOD0 to LOD3, a collision mesh and a pivot at the base, so placement on uneven terrain stays predictable.

Realistic rocks use PBR metal/roughness maps that three.js reads directly. Add the four LOD meshes to THREE.LOD with lod.addLevel(mesh, distance) and the renderer swaps them by camera distance each frame. For scattered scree, InstancedMesh or BatchedMesh keeps draw calls low; keep the collision mesh invisible and hand it to Rapier or cannon-es. Works with WebGLRenderer and WebGPURenderer.

Models
7
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