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Light becomes contour bands.

Move the light. Turn the room. A sampled surface field becomes a small stack of ordinary Rive paths.

01 · Sample the sceneCPU direct illumination · finite area-light samples
02 · Draw the level setsOfficial Rive · ordinary filled paths · no GPU Canvas
  1. Scene → fieldSurface identity and scalar brightness stay separate, so red and green walls do not collapse into one average hue.
  2. Field → boundariesMarching squares traces superlevel sets. A zero border closes every loop; optional corner cutting softens sampling.
  3. Boundaries → RiveDarker regions lie under brighter bands. Compound paths keep holes. The exported file contains paths and fills.

This endpoint already belongs in ordinary Rive.

The native Iso node also emits Rive-compatible contour bands for both the official and enhanced renderers. This browser study adapts its zero-padded marching-squares construction and uses a small, newly authored direct-light scene. It demonstrates the real conversion and export; it is not a recording, a GPU Canvas shader, or a complete port of the native graph.

The input uses four area-light samples, an ambient approximation and a finite image grid. These are NPR tone regions, not a converged global-illumination render. Native component coloring, gradient fitting, feather, depth-of-field and arbitrary graph sources are broader than this example. During dragging a smaller grid supplies a preview; release refines it.

What exports: the current ordinary .riv drawing plays in the official runtime without this scene evaluator. Live camera and lighting changes on this page are supplied by JavaScript and are not retained by that fixed-view snapshot.