Guide
Splitting an image into red, green, blue and alpha channels, and packing them back
Every color image on a screen is made of three layers of brightness values: red, green and blue, plus an alpha channel for transparency in some formats. Looking at those layers separately reveals things the combined image hides, and rearranging them solves practical problems in photography, programming and game art. This tool splits an image into its channels and lets you rebuild it with channels swapped or packed.
Viewing the channels
After you add an image, each channel appears as its own picture. In grayscale mode, a pixel’s brightness is exactly its stored value: white is 255, black is 0. This is the precise view for analysis and textures. In tinted mode, the red channel is shown in shades of red and so on, which makes it easier to explain how color mixing works.
What channels reveal
In a portrait, the red channel is smooth and flattering, while the blue channel shows blemishes and noise. In a landscape, the blue channel separates the sky strongly. Scanned documents often have the cleanest text in one channel. A photo with a color cast shows one channel much brighter than the others. Black-and-white photographers use these differences to choose a conversion.
The alpha channel
For PNG, WebP and other formats with transparency, the alpha channel shows where the image is opaque in white and transparent in black, with soft edges in gray. It is a quick way to check whether a cut-out has stray semi-transparent pixels or a clean edge.
Downloading channels
Download any channel on its own as a PNG, or all of them together as a .zip. Grayscale channel images are useful as masks in editors, as height or roughness maps, and as material for teaching.
Swapping channels
In “Swap or pack channels”, each output channel can be taken from any input channel. Swapping red and blue repairs images written in BGR order, a common bug when images come from OpenCV or some camera software. Other swaps create surreal color effects, such as turning green foliage purple.
Packing textures for games
Game engines often expect several grayscale maps packed into one texture to save memory, for example ambient occlusion in red, roughness in green and metalness in blue, as in the glTF and Unreal conventions. Choose the source of each channel from the image, use inverted sources where a map is stored the other way around, such as gloss instead of roughness, and fill unused channels with black or white. The recombined result downloads as PNG.
Values stay exact
Channels are copied without rounding or color management, so values remain bit-exact. That matters for data textures, where a value of 128 must stay 128.
Privacy
Everything runs in your browser; images and textures are never uploaded.
Channels in education
Teachers use channel splits to show how a screen mixes light: yellow areas appear bright in both the red and green channels but dark in blue, and white is bright everywhere. Students quickly understand additive color, why a blue sky looks dark through a red filter, and how image formats store pictures as numbers.
Related tools
To view the distribution of each channel as a graph, use the Image Histogram. For a single-channel black-and-white photo, Grayscale Image offers channel and film-filter conversions. To invert a channel without splitting, Invert Image Colors toggles channels individually.
Checked against the current version of the Split RGB Channels on .

