Environment Gen is a procedural 3D environment builder for creating stylized game-ready natural assets directly in the browser. You can design individual trees, rocks, bushes, grass patches, flowers, and mushrooms, save them as reusable assets, then assemble those saved assets into rolling terrain scenes with sky, lighting, wind, and export tools.
Use it when you need quick stylized environment props, repeatable seed-based variations, or a full forest/meadow/fantasy scene blockout that can be exported for use elsewhere.
What it does
Environment Gen includes separate generator tabs for individual asset types plus a Scene tab for world assembly. You can:
- Create procedural trees, rocks, shrubs/flora, grass, flowers, and mushrooms.
- Randomize full assets or specific parts of tree generation.
- Use seeds for repeatable variations.
- Adjust colors, geometry style, shape, scale, density, and ground preview options.
- Save named assets and reload them later.
- Add saved assets to a scene and scatter them over generated terrain.
- Preview time of day, sky, clouds, fog, shadows, bloom, tone mapping, and wind.
- Export individual assets as GLB files.
- Export grass as either a full clump or a single blade/unit.
- Export complete scenes as separated GLB files in a ZIP.
- Export a procedural Three.js ZIP package for assets or scenes.
Interface overview
Environment Gen is arranged into four main areas:
- Top tab bar — switch between Tree Gen, Rock Gen, Bush Gen, Grass Gen, Flower Gen, Mushroom Gen, and Scene.
- Left panel — controls for the active generator or scene distribution settings.
- Center viewport — interactive 3D preview with camera controls, sky/time controls, and overlays.
- Right panel — render style, color scheme, saved assets, or Scene asset selection depending on the active tab.
Most single-asset generators update live as you change settings. Scene placement is explicit: after changing scene counts, loaded assets, or distribution settings, click Generate Scene.
Viewport controls
Use the mouse to orbit and inspect the preview. The Reset Cam button returns the camera to a useful default view for the active tab.
In the Scene tab, the viewport also supports fly movement:
- W — move forward
- S — move backward
- A — move left
- D — move right
- Q — move down
- E — move up
- Drag to look/orbit
At the top of the viewport, use the time-of-day slider to move through night, dawn, day, dusk, and back to night. This changes sky color, fog color, and lighting. The same top control area also includes toggles for clouds and the sky dome.
Tree Gen
Tree Gen creates stylized procedural trees from a seed. It has detailed controls for branching structure, foliage style, bark appearance, colors, and wind.
Basic tree controls
- Seed — controls repeatable variation. Enter a number manually or use the shuffle button for a new variation.
- Randomize Everything — changes structure, foliage, seed, and colors.
- Randomize Structure — changes trunk and branch shape while keeping the current colors.
- Randomize Foliage — changes foliage style and leaf settings while keeping the current structure and colors.
- Randomize Colors — changes bark, foliage colors, and bark texture style.
- Reset defaults — restores the default tree and wind settings.
Tree colors and bark texture
Tree colors include:
- Bark — primary trunk and branch color.
- Leaf A — main foliage color.
- Leaf B — secondary foliage color.
Bark Texture changes the trunk and branch surface style:
- Flat — plain bark color.
- Gradient — blends toward a second color along the trunk/branches.
- Rings — ring-like surface variation.
- Rough — noisy rough bark variation.
- Birch — stripe-like birch markings.
- Mossy — moss-like secondary patches.
When a non-flat bark texture is selected, an additional color picker appears for the secondary bark, ring, shadow, marking, or moss color.
Structure overlay
Tree Gen shows a structure overlay in the viewport with these controls:
- Depth — branching complexity.
- Branches — number of child branches per split.
- Angle — branch spread angle.
- Length — how much shorter each branch generation becomes.
- Taper — how quickly branch radius narrows.
- Spread — horizontal crown widening.
- Trunk H — trunk height.
- Trunk R — trunk radius.
Leaf shape and foliage overlay
The foliage overlay controls the visual language of the tree:
- Flat Poly — classic stylized flat leaves.
- Puff Cloud — rounded clustered foliage.
- Oval Canopy — unified smooth canopy blob.
- Voxel — blocky cube-like foliage.
- Crystal — gem-like leaf geometry.
- Origami — folded-paper triangular feel.
- Needle — conifer-like needle foliage.
Foliage sliders include:
- Leaf Size — size of leaves, puffs, canopy elements, or needles.
- Leaf Count — number of leaves for compatible foliage styles. It is dimmed for styles that generate foliage as larger clusters or canopy shapes.
Rock Gen
Rock Gen creates individual rocks and crystal formations.
Rock styles
- Natural — rounded boulder with organic surface variation.
- Angular — faceted low-poly rock.
- Crystal — clustered crystal spires and shards.
Rock controls
- Seed — repeatable shape variation.
- Randomize Rock — changes rock style, seed, shape, and color.
- Size — overall scale.
- Roughness — surface irregularity.
- Squish — vertical flattening.
- Rock Color — material color.
- Ground — toggles the preview ground plane.
Bush Gen
Bush Gen creates shrubs and small ground flora. It is not limited to traditional bushes.
Plant types
- Bush — branching low shrub using tree-like foliage styles.
- Cactus — column cactus with arms and spines.
- Fern — radial fern fronds.
- Succulent — rosette-like thick leaves.
- Hedge — clipped blocky shrub form.
- Ground Cover — small low plants spread near the ground.
When Bush is selected, you can also choose a foliage style:
- Flat Poly
- Puff Cloud
- Oval Canopy
- Voxel
- Crystal
- Origami
- Needle
Bush controls
- Seed — repeatable variation.
- Randomize Flora — changes plant type, seed, size, style, density, and colors.
- Size — overall plant scale.
- Leaf Density — available for the Bush type; controls how full the shrub appears.
- Leaf A / Leaf B — foliage colors where applicable.
- Body / Inner / Outer / Bark / Spine / Pot — color labels change depending on plant type.
Grass Gen
Grass Gen creates instanced grass fields or clumps. It can export either a complete clump or a single representative blade/unit.
Grass styles
- Blades — standard grass tufts.
- Tall — taller grass tufts.
- Reeds — tall, thin reed-like blades.
- Clover — low clover-like shapes.
- Wispy — thin delicate grass.
- Fern Bed — small fern-like ground coverage.
Grass controls
- Seed — repeatable distribution.
- Randomize Grass — changes seed, patch shape, density, height, style, and colors.
- Patch Radius — radius of the preview clump/field. This can be typed precisely or adjusted with the slider.
- Density — amount of grass generated. Higher values can create very large exports.
- Blade Height — height of each grass unit.
- Height Randomness — variation in height between instances.
- Width Randomness — variation in width between instances.
- Base — grass base color.
- Ground — preview ground color.
- Tip Gradation — enables a base-to-tip color blend.
- Tip Color — appears when Tip Gradation is enabled.
The footer shows grass statistics, including unit count, clump triangle estimate, and single-blade triangle estimate. Use these numbers to judge export size before exporting.
Flower Gen
Flower Gen creates individual stylized flowers.
Flower styles
- Daisy
- Tulip
- Round
- Poppy
- Lotus
- Sunflower
Flower controls
- Seed — repeatable variation.
- Randomize Flower — changes seed, style, size, petal count, and colors.
- Size — overall flower size.
- Petal Count — petal/ray count for compatible styles. It is dimmed for Tulip.
- Petals — petal color.
- Stem — stem and leaf color.
- Center — flower center color.
- Ground — toggles preview ground.
Mushroom Gen
Mushroom Gen creates stylized fungi ranging from fairy-tale mushrooms to coral fungus.
Mushroom styles
- Toadstool — classic cap, stem, gills, ring, and spots.
- Puffball — rounded low fungus.
- Boletus — thick stem and broad cap.
- Coral — branching coral-like fungus.
- Shelf — bracket/shelf fungus.
- Cluster — group of small mushrooms.
Mushroom controls
- Seed — repeatable variation.
- Randomize Mushroom — changes seed, style, size, and colors.
- Size — overall scale.
- Cap — cap or main body color.
- Stem — stem/underside color.
- Spots — accent/spot color. Leaving it blank can remove some spot accents depending on style.
- Ground — toggles preview ground.
Render Style
For non-Scene tabs, the right panel includes Render Style presets. These affect how the current asset is shaded and displayed, not its procedural shape.
Available render styles:
- Toon — stepped toon shading with hard shadow bands.
- Flat — bold flat facets.
- Cel+Outline — toon shading with black ink outlines.
- Glow — additive glowing foliage/accent look.
- Pastel — softer desaturated toon style.
- Wireframe — edge-only geometry display.
- Silhouette — single-color paper-cut look.
Toon Steps controls the number of shading bands. It is dimmed for render modes that do not use toon steps directly.
Color Scheme
For non-Scene tabs, the right panel includes Color Scheme presets. Color schemes apply to the current tab only.
Available schemes:
- Cartoon Meadow
- Ghibli Meadow
- Golden Hour
- Autumn Forest
- Crystal Cave
- Neon Night
- Pastel Bloom
- Ink Wash
- Synthwave
Because schemes are tab-aware, applying a scheme on Tree Gen changes tree colors, applying it on Rock Gen changes the rock color, applying it on Grass Gen changes grass/ground colors, and so on.
Wind
Tree Gen, Grass Gen, and Scene include wind controls. Wind animates responsive foliage, grass, and plant surfaces in the live viewport.
Presets:
- Off — disables wind.
- Breeze — subtle movement.
- Wind — moderate motion.
- Storm — strong motion with gusts.
Manual controls:
- Enable Wind — turns wind animation on or off.
- Strength — overall wind force.
- Speed — movement speed.
- Direction — wind direction in degrees.
- Turbulence — flutter and irregular motion.
- Gusts — intermittent stronger pushes.
Wind is a preview animation. Exported GLB files contain static generated geometry and materials.
Scene builder
The Scene tab assembles a terrain scene from saved assets. It does not automatically use whatever is currently visible in the generator tabs. Save assets first, then add them to the Scene asset list.
How to build a scene
- Create assets in the individual generator tabs.
- In the right panel, save each asset with a name.
- Open the Scene tab.
- In Scene Assets, choose saved assets for Trees, Rocks, Bushes, Grass, Flowers, and Mushrooms, then click + Add.
- Toggle loaded assets ON or off as needed.
- Set terrain and distribution controls in the left panel.
- Click Generate Scene.
You can load multiple saved assets of the same type. The scene distributes enabled assets across the terrain using the count settings, cycling through the loaded asset pool.
Distribution and terrain settings
- Area Radius — size of the generated terrain area.
- Hill Height — terrain elevation. Low values are flatter; high values create stronger hills.
- Tree Count — number of tree placements.
- Rock Count — number of rock placements.
- Bush Count — number of bush placements.
- Flower Count — number of flower placements.
- Mushroom Count — number of mushroom placements.
- Grass Enabled — toggles scene grass placement using loaded grass assets.
Count sliders are dimmed when no saved asset of that type has been loaded into the Scene asset list. Changing Area Radius or Hill Height updates terrain preview. To rebuild object placement, click Generate Scene.
Scene Sets
Scene Sets save a reusable scene setup. A Scene Set includes current generator settings, scene distribution settings, wind settings, and loaded Scene asset lists.
To save a Scene Set:
- Enter a name in Scene Sets.
- Click Save.
If a set with that name already exists, use Overwrite to replace it. Existing sets can be loaded or deleted from the list.
Lighting and sky
The time-of-day slider is available in all tabs and changes sky color, fog color, and light direction/intensity.
In the Scene tab, click Lighting to open additional controls:
- Sun — direct light intensity multiplier.
- Ambient — ambient light intensity multiplier.
- Sky Fill — hemisphere/sky fill intensity multiplier.
- Fog / Haze — toggles fog.
- Density — fog density when fog is enabled.
- Shadows — toggles shadows.
- Bloom — toggles bloom post-processing.
- Bloom Strength — bloom intensity.
- Tone Mapping — choose None, ACES, Reinhard, or Cineon.
Clouds and the sky dome can be toggled from the top-center viewport controls.
Saving assets
Every non-Scene generator has a Saved Assets section in the right panel.
To save an asset:
- Adjust the generator settings.
- Enter a name in the Saved Assets field.
- Click the save button.
To load a saved asset, click its name. To delete one, use the trash button. Saved assets are also the source pool used by the Scene tab.
Exporting
Environment Gen supports several export options depending on the active tab.
Single asset GLB
Available for Tree, Rock, Bush, Flower, Mushroom, and Grass.
- Export GLB exports the current Tree, Rock, Bush, Flower, or Mushroom asset as a binary 3D model.
- Grass has two GLB options:
- Export Clump GLB — exports the full generated grass patch/clump.
- Export Single Blade GLB — exports one representative blade/unit for the selected grass style.
Scene GLB ZIP
In the Scene tab, Export All GLBs ZIP exports separated GLB files bundled together. Terrain, grass packs, and placed asset instances are exported as individual files within the ZIP.
Three.js ZIP exports
Each generator also offers Export Three.js ZIP. The Scene tab offers Export Three.js Scene ZIP. Use these when you want to preserve procedural setup data rather than only exporting static GLB models.
Tips and troubleshooting
My Scene is empty
Make sure you have saved assets from the individual tabs and added them in the Scene tab’s Scene Assets panel. Scene counts only work when at least one asset of that type is loaded and enabled.
I changed scene counts but nothing moved
Click Generate Scene. Object placement is rebuilt explicitly so you can adjust several settings before regenerating.
A count slider is dimmed
That asset type has no saved asset loaded into the Scene tab. Save an asset from its generator tab, add it to Scene Assets, then enable it.
Grass does not appear in my scene
Scene grass uses saved Grass Gen assets. Save a grass asset, add it under Grass in Scene Assets, make sure it is ON, turn on Grass Enabled, then click Generate Scene.
Grass export is very large
Grass density and patch radius can produce many instances. Watch the grass statistics in the footer before exporting. Reduce Density or Patch Radius if the unit count or triangle estimate is too high.
The asset changed after randomizing
Seeds make procedural variation repeatable, but randomize buttons can also change other settings. If you like a result, save it as a named asset before continuing.
Glow or bloom looks too intense
If using the Glow render style or Scene bloom, reduce Bloom Strength in the Lighting panel or switch to a non-glow render style.
Wind is not visible
Check that Enable Wind is on and Strength is above zero. Wind is most noticeable on grass, tree foliage, and lightweight plant shapes.
FAQ
Can I use Environment Gen without making a full scene?
Yes. Each generator can be used independently to create and export individual assets.
Do Scene assets come from the current generator settings automatically?
No. Save assets first, then add them to the Scene tab. This lets you build scenes from a curated library of named assets.
Are seeds useful for production?
Yes. Seeds make procedural variations repeatable. If you keep the same settings and seed, the generated asset or layout can be reproduced.
Does GLB export include animated wind?
No. GLB export contains the generated geometry and materials as a static asset. Wind is a live preview effect.
Can I export the whole scene?
Yes. Use Export All GLBs ZIP for separated GLB files, or Export Three.js Scene ZIP for a procedural scene package.