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Mixing model

Colors
Mixed color #000000
Blend steps

Click a swatch to copy its hex.

Mix colors from an image

Upload an image, choose a target color above, then click the image to sample that pixel. Images are decoded in your browser and never uploaded.

What two colors make… (tap to load)

Paint (subtractive) results are realistic approximations of pigment mixing, not exact recipes — real paints and inks vary by brand and opacity.

Runs entirely in your browser. Nothing is uploaded.

A free online color mixer for paint or light

This color mixer combines two colors — or more — into a new one and shows the full gradient of steps between them. Pick colors with the swatches, type a hex code, or sample them straight off an uploaded image, then read the mixed result as HEX, RGB, HSL, and CMYK. Everything runs in your browser, so it's instant and nothing you load is ever uploaded anywhere.

Where most tools only do a single flat linear blend, this one lets you mix two colors online three different ways and shows you the difference as you go — so you get the answer a painter expects, the answer a screen produces, or a plain mathematical midpoint for gradients and design systems.

Subtractive, additive, or a plain blend — three mixing models

Subtractive mixing models paint and pigment: colors absorb (subtract) light, so blue + yellow = green, red + yellow = orange, and red + blue = purple — the intuitive 'what two colors make X' results that match physical paints, ink, and CMYK printing. Additive mixing models light: red, green, and blue add up, so red + green = yellow and all three together make white — the way screens, projectors, and stage lights behave.

The third mode, Blend, is a straight linear interpolation that averages the RGB channels to find the exact numerical midpoint — ideal for gradients, UI tints, and design token generation. A single toggle switches between all three, and the blend strip redraws immediately so you can watch a blue-to-yellow paint mix pass through realistic green in the subtractive middle, versus the very different path it takes as additive light.

What two colors make green, orange, purple, and brown?

The built-in color mixer chart answers the most-searched pigment questions with one tap: green from blue + yellow, orange from red + yellow, purple from red + blue, teal from blue + green, and a realistic brown from two complementary colors like orange + blue. Tap any pair in the chart to load it into the mixer in Subtractive mode and see the exact hex result and color codes.

Because the subtractive engine mixes the way pigments really do, the secondaries come out true and the tertiaries dull naturally toward brown — the same muddying you get when you over-mix real paint. The ratio slider lets you control proportions precisely: 70% red + 30% blue gives a warmer, more magenta purple than a 50/50 split, for example.

Mix from an image — and mix more than two colors

Upload any photo and use the eyedropper to sample colors directly off it — perfect for matching a brand color from a product photograph, a paint swatch, or an inspiring image. Pick two or more pixels and blend them. The image is decoded locally on an HTML canvas, so a color mixer from image here means your file never leaves the device — suitable for confidential brand assets and unreleased design mockups alike.

Need to combine more than two? Click 'Add color' to add a third, fourth, fifth, or sixth swatch, each with its own weight slider. The tool returns the weighted mix across all inputs — useful for averaging a palette, recreating a multi-pigment paint blend, or finding the visual center of a set of brand colors.

How this compares to Adobe Color, Coolors, and colordesigner.io

Adobe Color (color.adobe.com) is built for color harmony exploration — complementary, triadic, analogous — and requires an Adobe account that syncs data to Adobe's servers. It has no subtractive (paint) or additive (light) mixing model and no ratio slider for blending specific hex codes. Coolors (coolors.co) is excellent for palette generation but its color mixer only performs a basic linear blend — equivalent to this tool's 'Blend' mode — with no paint-physics or light-physics mixing and no image sampling.

colordesigner.io offers a two-color linear blend and gradient strip, but only outputs hex values — no RGB, HSL, or CMYK — and lacks physics-based mixing models and image sampling. This tool fills the gap: three mixing models (subtractive, additive, linear), four simultaneous output formats (HEX, RGB, HSL, CMYK), image color sampling, up to six colors with individual weight sliders, and a shareable URL. No account required, no usage limits, no server uploads — everything is free and runs locally.

Every code ready to copy — and a shareable link

The result card shows the mixed color's HEX, RGB, HSL, and CMYK values plus the nearest named CSS color, and a single click copies any of them to the clipboard. Generate 2–20 evenly spaced midpoint swatches between your two colors, copy a single step, or grab the whole sequence at once for a CSS gradient or a design-system color ramp. A shareable URL captures your colors, ratio, and model so you can send an exact mix to a colleague or client for review.

There is nothing to install and no account to create. Color mixing, image sampling, and code conversion all happen locally in your browser — your colors and images stay on your device. Bookmark the online color mixer and pair it with the Color Palette Generator and the Contrast Checker on UtiloKit for a complete no-upload color workflow.

Additive vs subtractive mixing: why the physics differ

Additive color mixing is the physics of light. When you aim three colored spotlights at the same spot on a white wall — one red, one green, one blue — each one adds photons of a particular wavelength to the mix. Red + green light produces yellow; red + blue light produces magenta; green + blue light produces cyan; all three at full power produce white. Computer monitors, smartphone screens, televisions, projectors, and LED bulbs all operate on exactly this principle: every pixel is a cluster of tiny red, green, and blue emitters whose intensities blend in the viewer's eye. The three primaries are red, green, and blue because they correspond to the three types of cone cells in the human retina — the L (long), M (medium), and S (short) cones — so mixing those three wavelength regions gives the widest possible gamut of perceived colors.

Subtractive color mixing is the physics of pigment and ink. A yellow pigment looks yellow because it absorbs short-wavelength (blue) light and reflects the rest; a cyan pigment absorbs long-wavelength (red) light. When you mix the two, both absorptions are in effect simultaneously — the combined pigment absorbs both blue and red, reflecting mainly green. This is why cyan + yellow = green in ink and paint, and why CMYK printing uses cyan, magenta, and yellow as primaries: each subtracts one third of the visible spectrum. All three inks together absorb nearly all visible light, producing near-black — which is why professional printing adds a dedicated black ink (the K channel, short for Key) rather than mixing CMY. Black ink produces truer blacks, uses far less expensive colored ink, and dries faster, making it both more accurate and more economical.

The "primary colors" taught in most elementary schools — red, yellow, and blue (RYB) — come from a preindustrial painting tradition that predates the scientific understanding of color perception. RYB is a practical approximation: artists found they could mix a wide range of pigments from those three, and the model stuck. But it is not the most accurate description of either light (where the primaries are RGB) or printing (where they are CMY). For instance, RYB predicts that blue + yellow should make green — which works tolerably well with real paints — but it incorrectly predicts that mixing all three primaries gives brown, and it cannot explain why a TV screen can mix green from red and blue-green light. The color mixer on this page gives you access to both the scientifically grounded additive (RGB) and subtractive (CMY-based) models, not the historic RYB approximation.

Color spaces and their mathematics

When you type a hex color like #3B82F6, you are expressing an sRGB value: three 8-bit integers, each ranging from 0 to 255, encoding how much red, green, and blue light the display should emit. Eight bits per channel allows 256 steps each, giving 16.7 million possible combinations — enough that the steps are invisible to the human eye at normal viewing distances. The HSL representation of the same value describes the color differently: Hue (0–360°, a position on the color wheel), Saturation (0–100%, how colorful it is versus grey), and Lightness (0–100%, where 0% is always black, 100% is always white, and 50% at full saturation is the pure hue). HSL is more intuitive for human selection — "make this 20% lighter" is a simple Lightness tweak — but its geometry distorts perceptual uniformity. The closely related HSB/HSV model (Hue, Saturation, Brightness or Value), used in Adobe Photoshop and Illustrator's color pickers, differs in how brightness works: at 100% Saturation and 100% Value you get the pure hue; reducing Value to 0% always gives black regardless of hue or saturation. HSB is preferred in creative software because it matches how painters think about adding black to darken a paint.

For accurate color difference measurement, designers and engineers use the CIE Lab color space (also written L*a*b* or CIELAB). Lab was designed to be perceptually uniform: a numerical difference of the same magnitude should correspond to the same perceived color difference anywhere in the space, regardless of hue or lightness. The three axes are L* (lightness, 0 = black, 100 = white), a* (green on the negative end to red on the positive end), and b* (blue on the negative end to yellow on the positive end). The Delta-E (ΔE) metric measures the straight-line distance between two points in Lab space. A ΔE of 1.0 is the just-noticeable difference (JND) for a trained observer under controlled viewing conditions; a ΔE below 2.0 is typically acceptable for production color matching in printing and manufacturing. A ΔE above 5.0 is a mismatch visible to any observer. The Lab-based ΔE formula is why color-managed workflows in packaging, textiles, and automotive paint use Lab rather than RGB or HSL for tolerancing — two colors that look identical on screen can have a ΔE of 4+ on a physical substrate.

The CMYK values this tool outputs are a device-independent approximation calculated directly from the RGB values — they give you the ink percentages you would need to theoretically match the color in print. Because real-world CMYK output depends heavily on the specific press, ink set, and paper stock, professional print production always involves a proper ICC color profile conversion rather than the simple RGB-to-CMYK formula. But for quick reference — checking whether a digital color will be ink-heavy, or whether the black channel is being driven hard — the displayed CMYK percentages are a reliable first check.

Why color mixing space matters: gamma, OKLCH, and CSS Color 4

The most common mistake in programmatic color mixing is blending sRGB hex values as if they were linear. A hex code like #808080 is not half as bright as #FFFFFF — it is physically about 21% as bright, because sRGB values are gamma-encoded. The sRGB standard applies a transfer function (approximately a power of 2.2) so that the numerical range 0–255 maps to perceived lightness steps rather than to linear light intensity. When you average two gamma-encoded numbers directly — for instance, mixing black (#000000) and white (#FFFFFF) at 50/50 — you get #808080, which appears noticeably darker than true perceptual mid-grey. Correct linear-light mixing involves three steps: convert both sRGB values to linear light (apply the inverse gamma), average the linear values, then re-apply gamma encoding to get the output sRGB value. When mixing black and white this way, the result is approximately #BCBCBC — visibly lighter than #808080 and genuinely perceptually halfway between the two. This is why gradients that look correct when generated in a proper perceptual space often look washed-out or dark in the middle when generated with naive RGB math.

The OKLCH color space, introduced by Björn Ottosson in 2020 and now part of the CSS Color 4 specification, is designed specifically to solve the perceptual uniformity problem for color manipulation. OKLCH describes colors with three components: L (perceived lightness, 0–1), C (chroma, a measure of colorfulness), and H (hue angle, 0–360°). Equal numerical steps in OKLCH produce approximately equal perceptual steps — something that is not true of HSL, where a 30° hue step in the yellow range looks enormous while the same step in the blue range is barely visible. For color interpolation — generating gradient stops, blending two colors, computing palette scales — OKLCH gives visually smooth, predictable results across all hues. OKLCH also separates chroma and hue cleanly, so when you mix a vivid orange and a vivid blue you don't automatically get a desaturated muddy middle (a classic HSL artifact); the chroma stays relatively high through the transition.

CSS Color 4 formalizes this with the native color-mix() function, supported in all major browsers since 2023. The syntax color-mix(in oklch, blue 50%, yellow 50%) tells the browser to blend the two colors in the OKLCH color space — producing a clean, vibrant green midpoint rather than the grey-green you'd get from naive RGB averaging. You can use any registered color space as the interpolation space: in srgb, in hsl, in lab, in oklch, and more. For UI work, in oklch or in oklab are the recommended defaults because they respect perceptual uniformity. color-mix() also lets you specify percentages for opacity, so color-mix(in oklch, red 30%, transparent) is a standards-compliant way to create a 70%-transparent red — useful for design tokens and theme layers that need to be composable without JavaScript.

Color mixing in design systems and tonal scales

Every major design system ships a color scale — a sequence of stops ranging from near-white to near-black for each hue — and the interpolation method used to generate those stops has a direct effect on the quality of the result. Tailwind CSS generates 11 stops per color (50, 100, 200 through 900, and 950); Material Design 3 generates tonal palettes from a single source color using the HCT color space (a hybrid of the CAM16 perceptual model and CIELab), which ensures that stepping up or down the scale feels perceptually even and that tone 40 in one hue looks equally bright as tone 40 in any other hue. IBM's Carbon Design System uses perceptually uniform Lab-based ramps, hand-tuned so that the contrast ratios at each step meet specific accessibility thresholds. The underlying challenge is always the same: naive RGB or HSL interpolation produces scales where the middle stops look muddy or jump unevenly, which is why design systems that try to auto-generate full scales from a single hex often hand-correct individual stops after the fact.

The Munsell color system, developed by artist and teacher Albert Munsell in 1905, was an early systematic attempt to organize colors in perceptually equal steps. Munsell organized his color solid by three independent dimensions — Hue (position on the color wheel), Value (lightness from 0 black to 10 white), and Chroma (saturation, measured outward from the neutral axis) — and physically produced paper samples spaced so that each adjacent pair looked equally different to human observers. Munsell's work was the direct precursor to the CIE's CIELAB and LCH models, and its influence is visible in modern design token systems: the idea that a color scale should have perceptually equal steps rather than numerically equal steps comes directly from Munsell. Josef Albers' landmark 1963 book Interaction of Color extended this thinking into a more unsettling direction: he demonstrated through exercises that the same objective color (identical hex values) looks entirely different depending on its surrounding context — a phenomenon called simultaneous contrast. A mid-grey square appears lighter on a dark background and darker on a light one; the same orange looks brownish against a saturated yellow and vivid against a deep blue. For designers, this means that specifying a color in isolation — whether in a design token or a paint swatch — never fully describes how it will actually appear in a real layout.

When building light/dark themes in CSS, color mixing functions provide a cleaner approach than maintaining separate token sets. A pattern gaining traction in CSS custom-property–based design systems is defining a single "base" color per semantic role, then deriving light and dark variants using color-mix(): for example, --surface-light: color-mix(in oklch, var(--brand-color) 10%, white) and --surface-dark: color-mix(in oklch, var(--brand-color) 15%, black). The light-dark() CSS function, now supported in all major browsers, lets a single property switch between two values based on the user's color-scheme preference: background: light-dark(var(--surface-light), var(--surface-dark)). This approach keeps theming declarative and co-located with the token definition, avoids duplicate override blocks in [data-theme="dark"] selectors, and ensures that the light and dark variants stay tonally related to the source color even when the source color is changed — a significant maintenance win over hand-coded hex values at each stop.

Frequently asked questions

How do you mix two colors online?

Pick your two colors with the swatches or by typing hex codes, choose a mixing model (paint/subtractive, light/additive, or a plain linear blend), and drag the ratio slider — say 30% / 70% — to control how much of each color contributes to the result. The mixed color and its HEX, RGB, HSL, and CMYK codes update instantly; click any format row to copy it to your clipboard. There's no account to create, no app to install, and no file size limit — everything runs in your browser.

What two colors make green?

Blue and yellow make green when you mix paint or pigment (subtractive mixing). Set the model to Subtractive and blend a blue like #2563EB with a yellow like #FACC15 to land on a green around #61A73A. The same subtractive logic gives the other secondary colors: red + yellow = orange, red + blue = purple, and all three primaries together muddy toward brown. On a screen, where you're mixing light (additive), the rules differ — red + green light = yellow, and all three at full intensity = white. Switch between models to see both results side by side.

What is the difference between additive and subtractive color mixing?

Additive mixing combines light: red, green, and blue light channels add together, so red + green = yellow and all three at full power = white. Screens, projectors, TVs, and stage lighting all work this way — RGB values represent how much light each channel emits. Subtractive mixing combines pigments or dyes, which absorb (subtract) wavelengths of light; the more pigment you add the darker it gets. Blue + yellow = green, red + yellow = orange, and all three primaries together produce muddy brown or near-black. CMYK printing is subtractive. Use the Subtractive model for paint questions and Additive for screen/light questions.

How do I mix two hex colors?

Type or paste each hex code into its field — with or without the leading # — for example #FF5733 and #33C1FF. The mixer immediately blends them at the current ratio and returns the resulting hex code (a 50/50 blend of these two gives approximately #9989C6) alongside its RGB, HSL, and CMYK equivalents. Three-digit shorthand hex like #F53 is accepted too and is automatically expanded. Click any result row to copy. You can also adjust the blend ratio slider to shift weight toward one color or the other before copying.

Can I mix colors from an image?

Yes. Open the 'Mix from image' panel, upload any photo or design screenshot, then click the canvas to sample colors directly off the image into your color slots. You can pick two different colors from the same photo and blend them. The image is decoded locally on an HTML canvas in your browser using JavaScript — no data is uploaded to any server and your images stay completely private on your device. This also means the tool works even if you go offline after the page has loaded.

What two colors make brown?

Brown is essentially a dark, desaturated orange. The most reliable recipes in subtractive (paint) mixing: combine all three primary colors (red + yellow + blue), which muddles toward brown; or mix two complementary colors such as orange + blue or red + green. In this tool, set the model to Subtractive, load orange (#F97316) and blue (#3B82F6), and you'll land on a brown near #8C6650 — nudge the ratio slider to make it warmer (more orange) or cooler (more blue). Adding black to orange is another reliable route to a rich, warm brown.

What two colors make orange?

Red and yellow make orange in both subtractive (paint) and additive (light) mixing. In subtractive mode, mix a red like #DC2626 with a yellow like #FACC15 at roughly 50/50 to get an orange around #E87318. Adjust the ratio slider toward red for a deeper, more burnt orange, or toward yellow for a bright golden orange. In additive (light) mode, high red + moderate green channels also produce orange on screen, but the intuitive paint-style mixing is what the Subtractive model gives you here.

What two colors make purple or violet?

Red and blue make purple in paint (subtractive) mixing. Blend a red like #DC2626 with a blue like #2563EB at 50/50 in Subtractive mode to land on a purple around #7444C4. Use more red for a warm, magenta-leaning purple, or more blue for a cooler violet. Note that paint mixing behaves differently from screen mixing — in additive mode, mixing red and blue light gives a similar visual result, but the exact shade depends on the intensity of each channel, not just the ratio.

How many blend steps can I generate between two colors?

The Steps control lets you generate anywhere from 2 to 20 evenly spaced swatches between your two input colors. Eleven steps gives you the two endpoints plus nine midpoints — ideal for building a CSS gradient or a full color ramp for a design system. Click any individual swatch in the generated strip to copy its hex code, or use 'Copy all' to grab the entire sequence as a list. This gradient strip feature makes the tool useful as a color ramp generator, not just a single-point mixer — something W3Schools' color mixer and colordesigner.io don't offer.

Can I mix more than two colors at once?

Yes. Click 'Add color' to bring in a third, fourth, fifth, or sixth swatch. Each additional color gets its own weight slider, so you control exactly how much each contributes to the final mix — like combining several paints in a tin with different amounts of each. The result is the weighted average across all your colors in the chosen mixing model. This is useful for averaging a multi-color palette, recreating a complex pigment blend, or finding the visual centroid of several brand colors.

How does this compare to Adobe Color / color.adobe.com?

Adobe Color (color.adobe.com) focuses on color harmony and palette generation from color-wheel relationships — complementary, analogous, triadic, etc. It does not offer paint-vs-light color mixing, a ratio slider, or the ability to blend specific hex codes and get the output. It also requires an Adobe account to save palettes, and syncs your data to Adobe's servers. This tool focuses specifically on blending colors in subtractive (paint) or additive (light) models, returns the result's full code in HEX/RGB/HSL/CMYK, requires no account, and processes everything locally in your browser.

How does this compare to Coolors color mixer?

Coolors (coolors.co) is primarily a color palette generator, and its mixer only performs a basic linear blend between two colors — equivalent to this tool's 'Blend' mode. It does not support subtractive (paint) or additive (light) mixing models, doesn't let you pick colors directly from an uploaded image, and doesn't provide all four format outputs (HEX, RGB, HSL, CMYK) simultaneously. Coolors is excellent for generating and exploring palettes, while this tool is focused on the specific task of blending colors the way paint or light actually mixes, with full code output in all formats.

How does this compare to colordesigner.io?

colordesigner.io offers a color mixer that blends two colors linearly and shows a gradient strip, but it only outputs hex — no RGB, HSL, or CMYK equivalents — and has no subtractive (paint) or additive (light) physics models. It also doesn't support mixing colors sampled from an uploaded image or combining more than two colors at once. This tool covers all of those cases: three mixing models, four output formats, image color sampling, up to six colors at once, and a shareable URL — all free, no account, no upload.

Does this work on iPhone and Android?

Yes. The entire color mixer runs in any modern mobile browser — Safari on iPhone and iPad, Chrome and Firefox on Android. The color swatches, ratio slider, mixing model toggle, image upload, and copy buttons are all fully touch-friendly with large tap targets. The image color picker works on mobile via the camera roll. Everything runs locally, so no data is uploaded and the tool works quickly even on a mobile connection. There's no app to download from the App Store or Google Play.

Are my colors and images private?

Completely. All color blending, image sampling, and code conversion happens locally in JavaScript running in your browser — no data is ever sent to a server. The images you upload for color sampling stay on your device and are never transmitted. This is a meaningful advantage over cloud-based design tools like Adobe Color or Figma, which sync your color history and uploads to their servers. What you pick, mix, and create here stays on your device.

Do I need to sign up or pay?

No. The color mixer is completely free with no account, no registration, no paywall, and no usage limits. Open the page and start mixing immediately. Unlike some design platforms that lock advanced color mixing behind a subscription tier, every feature here — subtractive and additive models, image sampling, multi-color blending, gradient steps, and all format outputs — is available free on the first visit with no sign-up required.