Electron spin

Electron spin is an intrinsic property of electrons, along with their mass and charge. Spin is not a classical rotation. It’s a quantum property and shouldn’t be interpreted literally as spinning. It is quantized, meaning it can only have certain discrete values.

  • A single orbital can only contain a maximum of two electrons (Pauli Exclusion Principle) and they can not have the same spin. This means that two electrons in the same orbital must have opposite spins.
  • The spin of an electron plays a key role in atomic structure and chemical bonding.
  • It is common to illustrate the spin of an electron using clockwise and anti-clockwise arrows. These are an analogy that serves as a way of understanding the two possible spin states.
  • A quantum number (ms) represents this property, with +1/2 representing spin up (represented by an arrow pointing clockwise) and -1/2 representing spin down (represented by an arrow pointing anti-clockwise).
  • In an atom, electrons are identified and described using four quantum numbers. These numbers provide information about the electron’s energy and location within the atom. Here’s a breakdown of each number:
Principal Quantum Number (n)
  • Determines the energy level of the electron. Larger values of n correspond to higher energy levels, further away from the nucleus.
  • Allowed values: positive integers starting from 1 (n = 1, 2, 3, …).
  • Example: Electrons in the innermost shell (1s) have n = 1, while those in the second shell (2s, 2p) have n = 2.
Azimuthal Quantum Number (l)
  • Defines the sub-shell (or orbital type) the electron occupies within a principal energy level. Different sub-shells have distinct shapes and capacities.
  • Allowed values: 0 ≤ l ≤ (n – 1). So, l = 0 for s orbitals, l = 1 for p orbitals, and so on.
  • Example: In the second energy level (n = 2), an electron with l = 0 occupies the 2s sub-shell (spherical), while one with l = 1 occupies a 2p sub-shell (dumbbell-shaped).
Magnetic Quantum Number (ml)
  • Specifies the orientation of the electron’s orbital within a subshell. Different ml values represent different possible orientations in space.
  • Allowed values: For example, a p orbital (l = 1) can have ml = -1, 0, or 1, corresponding to three different spatial orientations.
  • Example: Electrons in a p orbital with ml = 0 lie along the z-axis, while those with ml = ±1 lie in the x-y plane at different angles.
Electron Spin Quantum Number (ms)
  • Describes the intrinsic spin of the electron, a fundamental property unrelated to its motion.
  • Allowed values: ±1/2. Represents two possible spin states, often visualized as “up” and “down”.
  • Example: Two electrons in the same orbital must have opposite spin states (+1/2 and -1/2) according to the Pauli Exclusion Principle.
Related diagrams

Each diagram below can be viewed on its own page with a full explanation.

Refraction in a raindrop

An important optical effect that explains how raindrops produce rainbows is refraction.

Refraction refers to the way that electromagnetic radiation (light) changes speed and direction as it travels across the interface between one transparent medium and another.

  • As light travels from a fast medium such as air to a slow medium such as water it bends toward the normal and slows down.
  • As light passes from a slower medium such as water to a faster medium such as air it bends away from the normal and speeds up.
  • In a diagram illustrating optical phenomena like refraction or reflection in a raindrop, the normal is a line drawn from the surface of a raindrop to its centre.
  • The speed at which light travels through a given medium is expressed by its refractive index (also called the index of refraction).
  • If we want to know in which direction light will bend at the boundary between transparent media we need to know:
    • Which is the faster, less optically dense (rare) medium with the smaller refractive index.
    • Which is the slower, more optically dense medium with the higher refractive index.
  • The degree to which refraction causes light to change direction is dealt with by Snell’s law.
  • Snell’s law considers the relationship between the angle of incidence, the angle of refraction and the refractive indices (plural of index) of the media on both sides of the boundary. If three of the four variables are known, then Snell’s law can calculate the fourth.
More about refraction in a raindrop
  • Light rays (streams of photons) undergo refraction twice when they encounter a raindrop, once as they enter, then again as they leave.
  • Once inside a raindrop, a given photon may reflect off the inside surface of a raindrop several times, but on each refraction, some light crosses the boundary back and undergoes refraction as it escapes into the surrounding air.
  • Some photons never escape, instead, they are absorbed when they strike electrons within a raindrop, releasing heat that can causes evaporation.

RGB secondary colours

About RGB secondary colours
  • RGB secondary colours are the hues formed by combining two primary colours of light in equal proportions.
  • The three RGB secondary colours are cyan, magenta, and yellow:
    • When green and blue light sources overlap, they produce cyan.
    • When blue and red light sources overlap, they produce magenta.
    • When red and green light sources overlap, they produce yellow.
  • Mixing adjacent RGB primary and secondary colours of equal intensity results in tertiary colours:
    • Mixing red (primary) and yellow (secondary) creates orange.
    • Mixing yellow (secondary) and green (primary) creates lime green.
    • Mixing green (primary) and cyan (secondary) creates spring green.
    • Mixing cyan (secondary) and blue (primary) creates turquoise.
    • Mixing blue (primary) and magenta (secondary) creates purple.
    • Mixing magenta (secondary) and red (primary) produces fuchsia.

Saturation

Saturation refers to the perceived difference between one colour and another in terms of its purity and vividness.

  • A fully saturated colour appears bright and vibrant because it has a single strong dominant hue.
  • A freshly cut tomato is a good example of a saturated colour with a strong red hue.
  • A saturated colour is a unique spectral colour produced by a single wavelength (or a narrow band of wavelengths) of light.
  • A fully saturated colour (100%) is the purest version of a hue.
  • Unsaturated colours (0-10%) can appear:
    • Misty or milky the nearer they are to white.
    • Dull and washed out as their hue disappears leaving achromatic grey tones.
  • The hue of a vivid colour appears to be at full strength and can leave an after-image of its complementary colour as an observer looks away.

Saturation

Saturation refers to the perceived difference between one colour and another in terms of its purity and vividness. The hue of a vivid colour appears to be at full strength and can leave an after-image of its complementary colour as an observer looks away.

  • A fully saturated colour appears bright and vibrant because it has a single strong dominant hue.
  • A freshly cut tomato is a good example of a saturated colour with a strong red hue.
  • A saturated colour is a unique spectral colour produced by a single wavelength (or a narrow band of wavelengths) of light.
  • A fully saturated colour (100%) is the purest version of a hue.
  • Unsaturated colours (0-10%) can appear:
    • Misty or milky the nearer they are to white.
    • Dull and washed out as their hue disappears leaving achromatic grey tones.
  • A fully saturated colour appears bright and vibrant because it has a single strong dominant hue.
    • A freshly cut tomato is a good example of a saturated colour with a strong red hue.
    • A saturated colour is a unique spectral colour produced by a single wavelength (or a narrow band of wavelengths) of light.
    • A fully saturated colour (100%) is the purest version of a hue.
    • Unsaturated colours (0-10%) can appear:
      • Misty or milky the nearer they are to white.
      • Dull and washed out as their hue disappears leaving achromatic grey tones.
    • The hue of a vivid colour appears to be at full strength and can leave an after-image of its complementary colour as an observer looks away.
No posts found.
No posts found.
About the HSB colour model

The HSB colour model is an additive colour model used to mix light (subtractive colour models are used to mix pigments and inks).

  • The main difference between the HSB colour model and the RGB colour model is how colours are represented and managed in software and applications.
  • The HSB model represents colours based on hue, saturation, and brightness, whereas the RGB model mixes red, green, and blue light to create colours.
  • HSB is popular because it provides a user-friendly way to select and modify colours when using applications like Adobe Creative Cloud for design, photography, or web development.
  • On HSB colour wheels, saturation typically increases from the centre towards the edge.

In the HSB colour model:

  • Hue refers to the perceived difference between colours and is usually described using names such as red, yellow, green, or blue.
    • Hue can be measured as a location on an HSB colour wheel and expressed as a degree between 0 and 360.
  • Saturation refers to the vividness of a colour compared to an unsaturated colour.
    • Saturation is measured between a fully saturated colour (100%) and an unsaturated colour (0%)that appear either:
      • Dull and washed out until all colour disappears, leaving only a monochromatic grey tone (0%).
      • Misty or milky the nearer they are to white.
    • On many HSB colour wheels, saturation decreases from the edge to the centre.
  • Brightness refers to the perceived difference in the appearance of colours under ideal sunlit conditions compared to poor lighting conditions where a hue’s vitality is lost.
    • Brightness can be measured as a percentage from 100% to 0%.
    • As the brightness of a fully saturated hue decreases, it appears progressively darker and achromatic.

Saturation & colour

About saturation & wavelength
  • Saturation is one of the three primary properties of colour, alongside hue and brightness.
    • A colour looks saturated when made by a single or a small range of wavelengths.
    • A colour made by one wavelength of light is often referred to as a pure spectral colour.
    • Unsaturated colours appear faded due to a wider range of wavelengths.
    • Saturation is linked to the complexity of light.
Light complexity
  • Light complexity, linked to saturation, refers to the quantity and range of wavelengths of light used to create a colour.
    • Spectral colours are simple because they consist of just one wavelength of light.
    • Bands of colour are relatively simple because they are composed of a continuous range of wavelengths.
    • Non-spectral colours can be produced from a mix of many wavelengths from different parts of the spectrum, making them the most complex.
  • In reality, colours are often produced by complex combinations of wavelengths.
  • The greater the number and spread of wavelengths across the visible spectrum present in a colour, the lower the saturation.
  • The human eye can perceive millions of different colours due to the complex interactions of wavelengths and the eye’s colour receptors.

Saturation & colour models

About saturation and colour models

Scattering

Scattering occurs when light waves interact with particles or irregularities within a medium, causing the light to change direction. This can happen when light encounters obstacles such as atmospheric molecules, dust particles, or surface imperfections.

  • Scattering happens when individual photons or light waves are deflected in different directions, depending on the medium’s composition, particle size, and surface properties.
  • Scattering contributes to various natural phenomena, such as the sky’s blue colour, the whiteness of clouds, and the shimmering of water surfaces.
  • Scattering differs from other optical phenomena:
    • Reflection: Light bounces back, as in a mirror.
    • Refraction: Light is bent as it passes through different materials.
    • Diffraction: Light spreads out after encountering an obstacle.
    • Absorption: Light is absorbed by the material and not re-emitted.Scattering differs from other optical phenomena.
  • Scattering can be effectively subdivided into regular scattering and random scattering, each characterized by distinct mechanisms and patterns of light interaction.

 

Scattering

Scattering occurs when light waves interact with particles or irregularities within a medium, causing the light to change direction. This can happen when light encounters obstacles such as molecules in the atmosphere, dust particles, or surface imperfections.

  • Scattering happens when individual photons or light waves are deflected in different directions, depending on the medium’s composition, particle size, and surface properties.
  • Scattering contributes to various natural phenomena, such as the sky’s blue colour, the whiteness of clouds, and the shimmering of water surfaces.
  • Scattering differs from other optical phenomena:
    • Reflection: Light bounces back, as in a mirror.
    • Refraction: Light is bent as it passes through different materials.
    • Diffraction: Light spreads out after encountering an obstacle.
    • Absorption: Light is absorbed by the material and not re-emitted.Scattering differs from other optical phenomena.
  • Scattering can be effectively subdivided into regular and random scattering, each characterized by distinct mechanisms and patterns of light interaction.
Regular Scattering
  • Regular scattering occurs when light interacts with a surface or medium that is ordered, structured, or smooth. The result is a predictable and organized pattern, often producing distinct interference patterns or clear directional scattering. Examples include:
    • Soap bubbles: When sunlight hits a soap bubble, the light is scattered in a regular, organized way by the thin film of the bubble. This regular scattering produces the shimmering, rainbow-like colours you often see. The scattering observed in soap bubbles is primarily due to interference.
    • Water ripples: When sunlight reflects off the rippled surface of a pond or swimming pool, the light scatters in predictable patterns due to the regular shape of the waves, creating sparkling or shimmering effects on the water. This type of scattering is often described as specular scattering or reflection.
Random Scattering
  • Random scattering occurs when light interacts with surfaces or particles that are uneven, irregular, or randomly distributed. This type of scattering causes light to be redirected in multiple, unpredictable directions. As a result, no clear or organized pattern of scattered light is produced. Examples include:
    • Fog or mist: When driving through fog, the headlights scatter in all directions because of the tiny water droplets in the air. This makes it hard to see far ahead, as the light doesn’t reflect back clearly. The scattering produced by fog or mist is known as Mie scattering.
    • Frosted glass: The rough surface of frosted glass scatters light randomly, which prevents you from seeing clear images through it, creating a blurred effect while still allowing light to pass. The scattering produced by frosted glass is known as diffuse scattering.
    • White paper: When light hits the surface of white paper, it scatters randomly in different directions. This causes the paper to appear uniformly bright from all angles because the light is diffusely reflected. The scattering produced by white paper is known as non-selective scattering.
    • Clouds: Clouds contain water droplets that are much larger than the wavelength of light. This causes all wavelengths of light (and thus all colours) to scatter equally, which is why clouds appear white or grey, depending on their thickness. The scattering produced by clouds is known as non-selective scattering.
    • Blue sky: The blue sky is a result of sunlight interacting with gas molecules in the atmosphere, which are much smaller than the wavelength of visible light. Shorter wavelengths of light (blue and violet) scatter more than longer wavelengths (red and yellow), giving the sky its blue colour during the day. The scattering responsible for the blue sky is known as Rayleigh scattering.
About regular scattering
  • Regular scattering happens when light bounces off a smooth, curved surface in a predictable way, creating a clear and undistorted image.
  • Think about a spoon in a glass of water. The smooth, curved surface of the spoon predictably bends the light, making the spoon appear slightly bent or magnified. This is an example of regular scattering.
  • Regular scattering often occurs when parallel rays of light hit smooth, transparent objects like raindrops or prisms. In these cases, the light bends (refracts) in a predictable way depending on the angle it hits the object and the materials involved.
  • This predictable bending can sometimes separate white light into its component colours, creating a rainbow effect known as chromatic dispersion.
  • On a microscopic level, all types of scattering follow the laws of reflection and refraction (Snell’s law).
  • Let’s look at two cases of regular scattering in more detail:
    • When parallel rays of light with a single wavelength strike and enter an object like a raindrop or prism, their path depends on the initial point of impact, the refractive indices of air and water, and the object’s surface properties.
    • When parallel rays of incident light with a single wavelength meet the curved surface of a transparent medium at various points, the different angles at which they strike the surface and experience deflection mainly determine how they scatter as they exit the medium.
About random scattering
Random scattering
  • Random scattering occurs when a material, due to irregularities or imperfections on its surface, reflects or transmits light rays in various unpredictable directions.
  • This scattering can produce a variety of effects:
    • Reflected light may appear hazy or lack detail, or there may be no clear reflection at all.
    • When light passes through sheets of glass with irregular yet smooth surfaces, random scattering distorts the view of the world beyond, making the image blurry and confused.
    • A reflection that is free of the effects of random scattering is called a specular reflection. Mirrors generally produce specular reflections.
Diffuse light
  • Diffuse light is a specific type of random scattering that occurs when light bounces off rough or uneven surfaces.
  • In these cases, the light scatters in all directions, creating a soft, even glow.
  • The overall structure and composition of a material can also cause diffuse light.
  • This happens when light travels through a medium that contains foreign materials, suspended particles, or has an irregular internal structure or variations in density.
  • Translucent materials containing dissolved substances, however, typically don’t cause random scattering because the particles are too small.
  • On a microscopic scale, all objects adhere to the law of reflection; however, when surface irregularities are larger than the wavelength of light, the light undergoes scattering leading to diffusion.
About scattering in raindrops
  • Regular scattering, caused by refraction and chromatic dispersion, is responsible for the colours seen in rainbows.
  • Refraction occurs when light changes speed and direction as it passes from one transparent medium (like air) to another (like water).
  • Chromatic dispersion is the phenomenon where light separates into its various colours, each with a slightly different wavelength, which bend at slightly different angles during refraction.
  • Scattering in raindrops obeys the laws of both reflection and refraction, commonly referred to as Snell’s law. Here are three related descriptions of what causes scattering when visible light strikes a raindrop:
    • When light of a specific wavelength strikes the surface and enters a raindrop its subsequent path depends upon the point of impact, and the refractive indices of water and air.
    • When rays of light of a single wavelength strike a raindrop at different points, scattering is primarily determined by the angles at which they enter the droplet.
    • The interaction between refraction and chromatic dispersion gives rise to the appearance of rainbow colours when parallel white light rays strike various points on the surface of a raindrop.

Scattering

Scattering takes place when streams of photons (or waves of light) are deflected in different directions.  In this resource, the term is used to refer to the different forms of deviation produced by diffusion, dispersion, interference patterns, reflection and refraction as well as by the composition and surface properties of different media.

Regular scattering
  • When light of a particular wavelength strikes the surface and enters a raindrop its subsequent path depends upon the point of impact, the refractive indices of air and water and the surface properties of the droplet.
  • For incident rays of a single wavelength striking the surface of a single droplet at different points,  it is the different angles at which they enter the droplet that are the chief determinant of the way they scatter as they exit the droplet. In this case.
  • For incident rays of white light striking the surface of a single droplet at different points, it is the combined effects of the different angles at which they enter the droplet along with the effects of chromatic dispersion (causing the separation of white light into spectral colours) that determine the form of scattering.
  • Chromatic dispersion refers to the way that light, under certain conditions, separates into its component wavelengths and the colours corresponding with each wavelength become visible to a human observer.
  • Regular scattering is not random and obeys the law of reflection and refraction (Snell’s law).
Random scattering
  • In optics, diffusion results from any material that scatters light during transmission or reflection producing softened effects without sharp detail.
  • Objects produce diffuse reflections when light bounces off a rough or uneven surface and scatters in all directions.
  • Transparent and translucent materials transmit diffuse light unless their surfaces are perfectly flat and their interiors are free of foreign material.
  • All objects obey the law of reflection on a microscopic level, but if the irregularities on the surface of an object are larger than the wavelength of light, the light undergoes diffusion.
  • A reflection that is free of the effects of diffusion is called a specular reflection.
  • In the case of raindrops, random scattering can result from:
    • Atmospheric conditions affecting incident sunlight.
    • Turbulence distorting the shape of raindrops.
    • Light being reflected off the surface of multiple raindrops, one after another, before reaching an observer.

Scattering: physics

About scattering in physics
Rayleigh scattering
Mie scattering
    • Mie scattering occurs when visible light or other electromagnetic radiation is scattered by spherical particles in the lower atmosphere.
Non-selective scattering
    • Non-selective scattering is a form of light scattering that happens when the particles in a medium, like fog or clouds, are larger than the wavelength of the incident light. In the non-selective scattering of white light, all wavelengths are scattered approximately equally.
Tyndall effect
    • Tyndall effect is another phenomenon related to scattering, where light is scattered by colloidal particles, causing them to become visible in a transparent medium.
    • Colloidal particles are small solid particles or liquid droplets that are dispersed within a medium, typically a liquid or a gas.

Scattering: Raindrops

About scattering in raindrops
  • Regular scattering, caused by refraction and chromatic dispersion, is responsible for the colours seen in rainbows.
  • Refraction occurs when light changes speed and direction as it passes from one transparent medium (like air) to another (like water).
  • Chromatic dispersion is the phenomenon where light separates into its various colours, each with a slightly different wavelength, which bend at slightly different angles during refraction.
  • Scattering in raindrops obeys the laws of both reflection and refraction, commonly referred to as Snell’s law. Here are three related descriptions of what causes scattering when visible light strikes a raindrop:
    • When light of a specific wavelength strikes the surface and enters a raindrop its subsequent path depends upon the point of impact, and the refractive indices of water and air.
    • When rays of light of a single wavelength strike a raindrop at different points, scattering is primarily determined by the angles at which they enter the droplet.
    • The interaction between refraction and chromatic dispersion gives rise to the appearance of rainbow colours when parallel white light rays strike various points on the surface of a raindrop.

Scattering: Random

About random scattering
Random scattering
  • Random scattering occurs when a material, due to irregularities or imperfections on its surface, reflects or transmits light rays in various unpredictable directions.
  • This scattering can produce a variety of effects:
    • Reflected light may appear hazy or lack detail, or there may be no clear reflection at all.
    • When light passes through sheets of glass with irregular yet smooth surfaces, random scattering distorts the view of the world beyond, making the image blurry and confused.
    • A reflection that is free of the effects of random scattering is called a specular reflection. Mirrors generally produce specular reflections.
Diffuse light
  • Diffuse light is a specific type of random scattering that occurs when light bounces off rough or uneven surfaces.
  • In these cases, the light scatters in all directions, creating a soft, even glow.
  • The overall structure and composition of a material can also cause diffuse light.
  • This happens when light travels through a medium that contains foreign materials, suspended particles, or has an irregular internal structure or variations in density.
  • Translucent materials containing dissolved substances, however, typically don’t cause random scattering because the particles are too small.
  • On a microscopic scale, all objects adhere to the law of reflection; however, when surface irregularities are larger than the wavelength of light, the light undergoes scattering leading to diffusion.

Scattering: Regular

About regular scattering
  • Regular scattering happens when light bounces off a smooth, curved surface in a predictable way, creating a clear and undistorted image.
  • Think about a spoon in a glass of water. The smooth, curved surface of the spoon predictably bends the light, making the spoon appear slightly bent or magnified. This is an example of regular scattering.
  • Regular scattering often occurs when parallel rays of light hit smooth, transparent objects like raindrops or prisms. In these cases, the light bends (refracts) in a predictable way depending on the angle it hits the object and the materials involved.
  • This predictable bending can sometimes separate white light into its component colours, creating a rainbow effect known as chromatic dispersion.
  • On a microscopic level, all types of scattering follow the laws of reflection and refraction (Snell’s law).
  • Let’s look at two cases of regular scattering in more detail:
    • When parallel rays of light with a single wavelength strike and enter an object like a raindrop or prism, their path depends on the initial point of impact, the refractive indices of air and water, and the object’s surface properties.
    • When parallel rays of incident light with a single wavelength meet the curved surface of a transparent medium at various points, the different angles at which they strike the surface and experience deflection mainly determine how they scatter as they exit the medium.

Scotopic curve

A scotopic curve is a graphical representation of the sensitivity of the human eye to light under low-light conditions, such as at night or in very dimly lit environments.

  • The scotopic curve resembles a line graph that shows how sensitive the human eye is to light in these low-light conditions. It is an important tool for understanding night vision. The curve illustrates the minimum amount of light needed for the eye to detect different wavelengths (colours) of light.
  • This information is derived from the response of our rod cells, which are more active in low light compared to the cone cells that dominate in bright conditions.
  • Closely related to the scotopic curve is the photopic curve, which represents the sensitivity of the human eye to different wavelengths of light under well-lit conditions. While the scotopic curve peaks at around 498 nanometers (blue-green light), indicating that our eyes are most sensitive to these wavelengths in low light, the photopic curve peaks at around 555 nanometers (green-yellow light) under bright conditions.
  • It is interesting to note that the scotopic and photopic curves use different units to measure light. The scotopic curve uses units related to light intensity per unit area (such as brightness per square degree), whereas the photopic curve uses units similar to overall brightness.

Scotopic curve

A scotopic curve is a graphical representation of the sensitivity of the human eye to light under low-light conditions, such as at night or in very dimly lit environments.

  • The scotopic curve resembles a line graph that shows how sensitive the human eye is to light in these low-light conditions. It is an important tool for understanding night vision. The curve illustrates the minimum amount of light needed for the eye to detect different wavelengths (colours) of light.
  • This information is derived from the response of our rod cells, which are more active in low light compared to the cone cells that dominate in bright conditions.
  • Closely related to the scotopic curve is the photopic curve, which represents the sensitivity of the human eye to different wavelengths of light under well-lit conditions. While the scotopic curve peaks at around 498 nanometers (blue-green light), indicating that our eyes are most sensitive to these wavelengths in low light, the photopic curve peaks at around 555 nanometers (green-yellow light) under bright conditions.
  • It is interesting to note that the scotopic and photopic curves use different units to measure light. The scotopic curve uses units related to light intensity per unit area (such as brightness per square degree), whereas the photopic curve uses units similar to overall brightness.

Secondary colour

A secondary colour is created by mixing two primary colours in equal parts within a particular colour model. The colour space can belong to either an additive colour model, which combines different light wavelengths, or a subtractive colour model, which mixes pigments or dyes.

  • In additive colour models such as the RGB colour model, which deals with the effects of mixing coloured light, a secondary colour results from the overlap of the primary colours: red, green, and blue. The secondary colours produced by mixing pairs of primary colours in the RGB model are cyan, magenta, and yellow. This model is used in devices like computer monitors, TVs, and digital cameras, where light is emitted directly to form images.
  • In subtractive colour models such as the CMY colour model, which is concerned with mixing dyes and inks, a secondary colour results from the overlap of the primary colours: cyan, magenta, and yellow. The secondary colours produced by mixing pairs of primary colours in the CMY model are red, green, and blue. This model is used in printing processes, and is commonly extended to CMYK (with black added) to enhance contrast and accuracy.
  • Additive mixing involves adding coloured light sources together, with all colours combined resulting in white light. Subtractive mixing, on the other hand, removes or absorbs certain wavelengths of light, with all colours combined resulting in black or dark brown.
  • Additive models like RGB affect human perception of light sources (like screens), while subtractive models like CMY are used to describe reflected light (as seen in printed images).

Secondary colour

A secondary colour is created by mixing two primary colours in equal parts. The primary colours may belong to either an additive colour model, which combines wavelengths of light, or a subtractive colour model, which mixes pigments or dyes.

  • In additive colour models such as the RGB colour model, which deals with the effects of mixing coloured light, a secondary colour results from overlapping the primary colours: red, green, and blue. The secondary colours produced by combining pairs of primary colours in the RGB model are cyan, magenta, and yellow.
  • In subtractive colour models such as the CMY colour model, which is concerned with mixing dyes and inks, a secondary colour results from overlapping the primary colours: cyan, magenta, and yellow. The secondary colours produced by combining pairs of primary colours in the CMY model are red, green, and blue.

Secondary rainbow

A secondary rainbow is formed when sunlight undergoes two internal reflections within water droplets, creating an arc with colours reversed from the primary rainbow (violet on the outside, red on the inside). It appears larger and fainter due to light loss during the second reflection and a broader spread of wavelengths.

  • A rainbow is an optical effect produced by illuminated droplets of water. Rainbows are caused by reflection, refraction and dispersion of light in individual droplets and results in the appearance of an arc of spectral colours.
  • A secondary rainbow appears when sunlight is refracted as it enters raindrops, reflects twice off the inside surface, is refracted again as it escapes back into the air, and then travels towards an observer.
  • A secondary rainbow always appears alongside a primary rainbow and forms a larger arc with the colours reversed.
  • A secondary rainbow has violet on the outside and red on the inside of the bow.
  • When both primary and secondary bows are visible they are often referred to as a double rainbow.
  • A secondary rainbow forms at an angle of between approx. 50.40 to 53.40 to its centre as seen from the point of view of the observer.
  • A secondary bow is never as bright as a primary bow because:
    • Light is lost during the second reflection as a proportion escapes through the surface back into the air.
    • A secondary bow is broader than a primary bow because the second reflection allows dispersing wavelengths to spread more widely.
Secondary rainbow properties
  • The centre of a rainbow is always on an imaginary straight line (the axis of the rainbow) that starts at the centre of the Sun behind you, passes through the back of your head, out through your eyes and extends in a straight line into the distance.
  • The centre-point of a rainbow is sometimes called the anti-solar point. ‘Anti’, because it is opposite the Sun with respect to the observer.
  • The axis of a rainbow is an imaginary line passing through the light source, the eyes of an observer and the centre-point of the bow.
  • The space between a primary and secondary rainbow is called Alexander’s band.
Related diagrams

Each diagram below can be viewed on its own page with a full explanation.

Secondary rainbow

A secondary rainbow appears when sunlight is refracted as it enters raindrops, reflects twice off the inside surface, is refracted again as it escapes back into the air, and then travels towards an observer.

  • A secondary rainbow always appears alongside a primary rainbow and forms a larger arc with the colours reversed.
  • A secondary rainbow has violet on the outside and red on the inside of the bow.
  • When both primary and secondary bows are visible they are often referred to as a double rainbow.
  • A secondary rainbow forms at an angle of between approx. 50.40 to 53.40 to its centre as seen from the point of view of the observer.
  • A secondary bow is never as bright as a primary bow because:
    • Light is lost during the second reflection as a proportion escapes through the surface back into the air.
    • A secondary bow is broader than a primary bow because the second reflection allows dispersing wavelengths to spread more widely.
Remember that:
  • The axis of a rainbow is an imaginary line passing through the light source, the eyes of an observer and the centre-point of the bow.
  • The space between a primary and secondary rainbow is called Alexander’s band.