The official route is the compatibility baseline and the normal choice for standard Rive drawing. RIVX Draw, our working name for the enhanced backend, is a renderer adapter below the same official animation evaluator. It receives actual paths and transforms, then chooses how to rasterize or reinterpret them. That makes it useful for specialized coverage, feathering, shape-aware fields and the vector-beam drawing model—not merely a second preview window.
In native beam mode, the custom renderer collects transformed contours from the evaluated artboard. An ordered moving spot follows that geometry, and an analytic segment integral deposits energy into a persistent phosphor buffer. A final-image filter cannot recover that exact source draw stream from pixels. The browser effect workshop has a useful image-derived contour treatment, but it is a different input contract. Native contour capture exposes the raw drawn contours before general clipping/opacity treatment, so it is not automatically a visible-silhouette extractor.
Scene3D’s “No-Rive” option is a third route: direct GPU rendering of its own retained geometry, fields and splats. It is useful as a reference and for primitives outside the ordinary Rive vocabulary. Internally this scene option also uses the label “Ours”; it should not be confused with the top-level custom Rive renderer.
A standard .riv export does not need the custom backend once its result has become supported Rive shapes, images and keys. A live custom drawing behavior needs either its own playback implementation, an authored GPU Canvas implementation, or a bake. Saving parameters in a native .rivx project preserves the recipe; it does not embed a portable implementation of the renderer.
The browser instrument below now carries one enhanced drawing behavior through the whole pipeline: official Rive evaluates the source animation, a command adapter captures its animated paths, a custom beam renderer draws them, and an ordinary Rive reticle tracks the beam while a bound rectangle marks the selected path. The standalone HTML export carries that browser implementation. This is a focused portable renderer, with its own supported subset, rather than a port of the complete native backend.
The direct “No-Rive” switch describes an intermediate drawing route, not a ban on Rive export. Its results can later become supported paths, images or keyed poses. A pure WebGL export is appropriate when the delivered scene has no Rive layer at all. A custom effect survives in ordinary .riv only when represented by supported content or baked; otherwise its specialized player must travel with it.