
0080FF. This is a pretty standard color, no red, half green and full blue. What is it though? No one I ask can agree. And don't say something generic like blue.

0080FF. This is a pretty standard color, no red, half green and full blue. What is it though? No one I ask can agree. And don't say something generic like blue.
I've been teaching a fabulous reminder of the power of complementary colours this week. They can make each other sing, or completely neutralise each other to work in the shadows.
We are taking the lesson to the extreme with a yellow & purple cat project 💛💜 🐈 This is a quick work in progress photo. No edits or filters 😉
Colour pencil on sketch paper for this one. Oh, and the eagle eyed may spot a Fuschia in there. It helps the transitions between colours, and also maintains the vibrancy when working with colour pencils. It is helping to knock back any unwanted greens appearing from blue pigments hitting the yellows.
Tbh, it's fab to have a play and work with just a handful of pencils for a change 😊
I had AI render differently painted walls for my interior (black/stainless steel/orange with plants). what color suits the furniture best do you think? i cant decide for the life of me. Is there any color theory to be concerned with (eg the orange with the terracotta)? Which one do you like best or what color would you consider that i havent thought about?
Thanks!!
Every digital color tool I've used mixes colors by averaging RGB or HSL channel values. Take a blue (say, #1A3F8C) and a yellow (#D4A017), average the channels, and you get a muddy mid-tone with some green in it. Looks plausible on screen. But it has almost nothing to do with what happens when you actually mix ultramarine and cadmium yellow on a palette.
RGB treats each color as three numbers. Mixing means interpolating those numbers. But a real pigment isn't three numbers. It's a spectral reflectance curve across the visible range, roughly 380 to 730 nm. Ultramarine blue reflects strongly around 450 nm and absorbs most of the middle and long wavelengths. Cadmium yellow reflects from about 530 nm upward and absorbs the short wavelengths.
When you physically mix them, each pigment keeps absorbing. The ultramarine still eats the reds and yellows. The cadmium still eats the blues. What survives is a narrow band around 500-530 nm where neither pigment absorbs very strongly, plus a lot of overall absorption. So you get a dark, desaturated greenish color. Not bright green, not teal. Olive, closer to what you'd actually see on a mixing palette.
This is Kubelka-Munk theory in its simplest form: the two-flux model treats each pigment layer as having absorption (K) and scattering (S) coefficients at every wavelength. When you combine pigments, you're adding their K/S ratios, then converting back through the reflectance function. The math is straightforward, but the visual result is strikingly different from RGB blending, especially for saturated colors.
The reason RGB interpolation fails so badly is that it was never designed for this. sRGB encodes perceptual brightness, not physical reflectance. Averaging perceptual encodings produces a result that's "between" the two inputs in a perceptual sense, but paint mixing isn't perceptual interpolation. It's a physical process where two materials interact with light at every wavelength independently.
This difference also explains why additive and subtractive mixing produce different results even from the same two apparent colors. Mix blue and yellow light (additive) and you get something close to white, because you're *adding* spectral energy. Mix blue and yellow paint (subtractive) and you lose energy at every wavelength. Same starting colors, opposite outcomes.
I ended up building an app that does the full spectral calculation for paint mixing (Kubelka-Munk), additive light, and industrial colorant as separate modes, because they're genuinely different physical processes. It's called Chrooma Colors, on iOS if anyone wants to play with it: https://apps.apple.com/app/chrooma-colors/id6761320708
One limitation I'll flag: the two-flux K-M model assumes opaque, diffuse layers. It works well for opaque paints and most practical mixing, but starts to diverge for transparent glazes or very thin layers where light passes through multiple times. If anyone here has worked with four-flux or Monte Carlo scattering models for paint, I'd genuinely love to hear how they compare in practice.
So a book that talks about wavelengths and how they work but also the neuroscience behind how we perceive colour.
Something digestible...
This is homework from my color theory class - we’re getting into advanced stuff.
Split-complimentary is three colors next to each other on the color wheel, and the complement of the middle color.
I started with the colors in the large chart, but I needed a real dark and I didn’t like the neutral I could mix.
I then did a few of the other combos and decided on the one at the lower right. The idea is to set a color theme for the painting that uses only these colors - deciding ahead of time which one you want the dominant color, the secondary etc
It’s hard to figure out but looking forward to the challenge.