CMYK to RGB Converter

Set the four ink percentages and read back the red, green and blue values a screen works in. Each channel shows the arithmetic behind it, so you see which ink moved which number.

Ink percentages
%
feeds R
%
feeds G
%
feeds B
%
feeds all three
sRGB output#3D99C2
R61
G153
B194

A bright mid tone. The printed sheet will read slightly flatter than this.

How each channel was reached
R = 255 × (1 - 0.70) × (1 - 0.20) = 61G = 255 × (1 - 0.25) × (1 - 0.20) = 153B = 255 × (1 - 0.05) × (1 - 0.20) = 194
Copy a format
Same color, different ink

Drop black to zero and cmyk(76%, 40%, 24%, 0%) reaches the same RGB. A press treats those as two separate jobs. A screen sees one color.

Start from a build

Ink takes light away from a white sheet. A display adds light to a black panel. Moving a color between the two is a translation between opposite systems, so the RGB numbers on this page are a close reading rather than a match you should sign off on.

Each ink drives one channel

The formula behind the meters above is short, and the useful part is how the work splits up. Cyan sets red, magenta sets green, yellow sets blue. Black pulls all three down together.

ChannelDriven byAlso affected by
RedCyanBlack
GreenMagentaBlack
BlueYellowBlack

Raise cyan and only the red value drops. Raise black and all three drop at once. That pairing is why the sliders above are labelled with the channel they feed, and it makes correcting a color by hand quicker: a result too red needs more cyan, not a rebuild of the whole mix.

Two ink builds, one RGB result

Set the sliders to 0, 0, 0, 50 and you get rgb(128, 128, 128). Set them to 50, 50, 50, 0 and you get rgb(128, 128, 128) again. The conversion is many to one, because black ink and an equal mix of the other three subtract the same amount of light in the maths.

On a press those two builds behave nothing alike. The first lays down a single grey ink. The second stacks three inks that have to register perfectly, drifts warm or cool as the run continues, and soaks the sheet with three times the ink. A screen sees no difference at all.

The Same color, different ink panel above the presets shows the alternate build for whatever you have loaded. It is there because the conversion hides a decision the print side still has to make.

Round trips do not come back clean. Feed the RGB output into the RGB to CMYK converter and you rarely get your original percentages. The reverse formula pulls out as much black as it possibly can, so 60, 40, 40, 100 comes back as flat black. Keep the original build in your file, not the round tripped one.

Where these numbers get pasted

What the conversion misses

No ICC profile runs here. A real print workflow resolves CMYK through a profile such as Coated FOGRA39 or US Web Coated SWOP, which knows the ink set, the paper and how far dots spread once wet. Photoshop returns slightly different numbers than this page for that reason, and for brand critical color its number is the one to use.

Saturated ink is where the gap widens. 100% process cyan converts to rgb(0, 255, 255), the brightest cyan sRGB holds and something no ink on paper reaches. Pure yellow gives rgb(255, 255, 0) for the same reason. Dark and muted builds, the navies and warm greys and deep greens, land close enough to work from. Treat the bright end as a direction to adjust by eye.

Four ink numbers in, three channel values out, with the arithmetic shown so you know which one to change next.

CMYK to RGB questions

Why do two different CMYK builds give the same RGB?

Black ink and an equal amount of cyan, magenta and yellow subtract the same quantity of light in the formula, so 0/0/0/50 and 50/50/50/0 both convert to rgb(128, 128, 128). The two builds print very differently, one with a single ink and one with three stacked, but a screen has no way to tell them apart.

Does converting the result back to CMYK return my original build?

Usually not. The reverse conversion extracts as much black as the color allows, so a rich black of 60/40/40/100 returns as 0/0/0/100. Keep the original percentages from your print file and use the RGB values only for screen work.

Can I paste the 0 to 1 values straight into a shader?

Only when the target treats them as sRGB. Several render pipelines interpret float color as linear light, and the same values then display brighter than the swatch here. Check the color space setting in Unity, Unreal or your shader before trusting the result.

Which RGB space do these numbers belong to?

sRGB, the space browsers and most monitors assume by default. Feeding them into a Display P3 or Adobe RGB document without a conversion shifts the color, since the same three numbers mean different light in a wider space.

Why does the printed sample look duller than the swatch?

A monitor emits light while paper reflects it, and printed ink covers a smaller range of colors than a display. Bright saturated mixes lose the most in that step. Judge print color from a proof on the actual stock, not from the swatch on this page.