The Etherion Foliage Plugin – Lite Edition gives you responsive plants that bend with movement, sway in the wind, and play ambient sounds—all powered by a C++ backend with a simple Blueprint setup.
It’s lightweight, fast, and built to work in both small scenes and massive open worlds.
Includes a stylized demo world, full documentation, and no unnecessary extras.
Just clean, efficient foliage physics—for only $5.
NOTE
I’ve been thinking about ways to connect more with the dev community (you ) using our plugin, and I keep coming back to one thing - I love seeing what you all create with it!
So I’m starting something new:
Starting with the new update, every three months, I’ll be giving away a Pro plugin license to help more devs get their hands on the full system.
How to enter:
Just join our Discord and share a short clip of you using the Lite or Pro Physics system in your project. That’s it.
I love seeing the creative ways people use the plugin, and this gives me a chance to support more indie devs while building a space where we can all share techniques and help each other out!
I definitely like your foliage system and, most importantly, your alien worlds. I’m working on a couple of game projects, one taking place entirely in Antarctica and one on a planet where flora and fauna are the greatest challenge. It’s all still in an initial stage focused on game mechanics and gameplay so the lite version is definitely a huge help before I can finally take a big step ahead.
I have two questions… the first id quite simple… any 5.7 update on its way!?? I see the pro version does come updated so I wondered why the Lite version doesn’t yet. I’m definitely looking forwards to get it.
The second question is about the snow trail in the Pro version… is there any chance you might include that feature in the Lite version as well? Or is it already included in the Lite version and it’s just not mentioned in the description? It would massively help if was available in the Lite version so I could already make the environment work sufficiently efficient with the development of the mechanics and, hopefully soon, with the development of the environment which is quite ambitious for a solo dev like me… recreating, with maximum realism and geographical accuracy, large parts on an entire region of Antarctica for exploration purpose {collapsing crevasses, extreme rappelling and ice cliffhanging being the most engaging part of the mechanics and the gameplay}.