FoliMesh

Trees with LOD for Games

Every FoliMesh tree has four levels of detail fitted to the budgets you choose, and a two-triangle impostor for the far distance.

Packs

What LOD gives you

Level of detail swaps a model for a cheaper one as it moves away from the camera. For vegetation it is the difference between a forest of fifty trees and a forest of five thousand.

How FoliMesh builds LODs

Instead of decimating a finished mesh, the generator rebuilds the tree for each LOD: fewer branch segments, fewer leaves, then cross cards and finally an impostor. Each level is fitted to a triangle budget and keeps the silhouette.

Typical budgets

LOD Use Triangles
LOD0 close-up 8–20k
LOD1 mid range 2–6k
LOD2 far 500–1.5k
LOD3 very far 100–500
Impostor horizon 2

In your engine

LOD Groups in Unity, LODs on static meshes in Unreal and visibility ranges in Godot come pre-configured in the packages.

Related

Frequently asked questions

How many LODs does each tree have?

Four: LOD0 to LOD3, plus an impostor for the far distance.

Can I set my own triangle budget?

Yes. You set the budget for each LOD and the generator fits the tree to it.

Do LODs pop when they switch?

Each LOD keeps the silhouette of the tree, which makes transitions much less visible; you can add dithered cross-fade in your engine.