Portable .riv
Official Rive WebGL2 runtimeLoading the real .riv…
25 light poses in five named material regions. Scalable vector accents accompany finite-resolution image layers. The camera is fixed.
Download the actual .riv ↓RIVX can deliver a baked appearance or keep scene data in a player. This small browser study makes that choice visible: scrub an actual .riv bake, change a live material, then orbit the retained scene.
Light position drives every pane. Roughness and IOR affect the two live shaders; the portable bake keeps its authored materials. Only the retained pane accepts camera movement.
Loading the real .riv…
25 light poses in five named material regions. Scalable vector accents accompany finite-resolution image layers. The camera is fixed.
Download the actual .riv ↓Preparing shader…
The host evaluates the same scene continuously. Light, roughness and glass IOR stay editable; this pane keeps the baked camera for comparison.
The browser owns this shader; it is not packaged in the downloaded .riv.
Preparing retained scene…
Move around the sphere: visibility and the refracted floor are recalculated. The vector contour follows the same camera.
Dedicated study schema; not a universal native .rivx loader.The export decides which edits survive. The first pane owns an authored light timeline. The other two retain a renderer; the third also exposes its camera. These are choices made by this study, not limits of GPU Canvas.
This is a controlled browser explanation of the export boundary. Its dedicated scene schema is not a loader for arbitrary native RIVX projects. Interaction needs no GPU-to-CPU pixel readback; the offline bake utility uses readback to create its images.
| Output | Retained data |
|---|---|
| glass-light.riv | 25 raster light poses, five named image regions, 171 vector marks and authored keys. Fixed camera and baked materials. |
| Host-rendered pane | A WebGL2 renderer, analytic scene and ordinary Rive vector overlay. Live lighting and materials. |
| Retained scene pane | The same renderer plus an editable camera. Visibility and refraction are evaluated for the new view. |
Glass uses Schlick Fresnel, Beer tint, two sphere refractions and one reflected ray. The caustic is a shaped artistic lobe; there is no photon estimate or multiple-bounce GI here.
Compare the actual GPU Canvas and host export pairs →