Render HTML to an image

There is a lot of options and they all have their pro and cons.

Option 1: Use an API

  • ApiFlash (based on chrome)
  • EvoPDF (has an option for html)
  • Grabzit
  • HTML/CSS to Image API
  • ...

Pros

  • Execute Javascript
  • Near perfect rendering
  • Fast when caching options are correctly used
  • Scale is handled by the APIs
  • Precise timing, viewport, ...
  • Most of the time they offer a free plan

Cons

  • Not free if you plan to use them a lot

Option 2: Use one of the many available libraries

  • dom-to-image
  • wkhtmltoimage (included in the wkhtmltopdf tool)
  • IMGKit (for ruby and based on wkhtmltoimage)
  • imgkit (for python and based on wkhtmltoimage)
  • python-webkit2png
  • ...

Pros

  • Conversion is quite fast most of the time

Cons

  • Bad rendering
  • Does not execute javascript
  • No support for recent web features (FlexBox, Advanced Selectors, Webfonts, Box Sizing, Media Queries, ...)
  • Sometimes not so easy to install
  • Complicated to scale

Option 3: Use PhantomJs and maybe a wrapper library

  • PhantomJs
  • node-webshot (javascript wrapper library for PhantomJs)
  • ...

Pros

  • Execute Javascript
  • Quite fast

Cons

  • Bad rendering
  • No support for recent web features (FlexBox, Advanced Selectors, Webfonts, Box Sizing, Media Queries, ...)
  • Complicated to scale
  • Not so easy to make it work if there is images to be loaded ...

Option 4: Use Chrome Headless and maybe a wrapper library

  • Chrome Headless
  • chrome-devtools-protocol
  • Puppeteer (javascript wrapper library for Chrome headless)
  • ...

Pros

  • Execute Javascript
  • Near perfect rendering

Cons

  • Not so easy to have exactly the wanted result regarding:
    • page load timing
    • viewport dimensions
  • Complicated to scale
  • Quite slow and even slower if the html contains external links

Disclosure: I'm the founder of ApiFlash. I did my best to provide an honest and useful answer.


Yes. HTML2Canvas exists to render HTML onto <canvas> (which you can then use as an image).

NOTE: There is a known issue, that this will not work with SVG


All the answers here use third party libraries while rendering HTML to an image can be relatively simple in pure Javascript. There is was even an article about it on the canvas section on MDN.

The trick is this:

  • create an SVG with a foreignObject node containing your XHTML
  • set the src of an image to the data url of that SVG
  • drawImage onto the canvas
  • set canvas data to target image.src

const {body} = document

const canvas = document.createElement('canvas')
const ctx = canvas.getContext('2d')
canvas.width = canvas.height = 100

const tempImg = document.createElement('img')
tempImg.addEventListener('load', onTempImageLoad)
tempImg.src = 'data:image/svg+xml,' + encodeURIComponent('<svg xmlns="http://www.w3.org/2000/svg" width="100" height="100"><foreignObject width="100%" height="100%"><div xmlns="http://www.w3.org/1999/xhtml"><style>em{color:red;}</style><em>I</em> lick <span>cheese</span></div></foreignObject></svg>')

const targetImg = document.createElement('img')
body.appendChild(targetImg)

function onTempImageLoad(e){
  ctx.drawImage(e.target, 0, 0)
  targetImg.src = canvas.toDataURL()
}

Some things to note

  • The HTML inside the SVG has to be XHTML
  • For security reasons the SVG as data url of an image acts as an isolated CSS scope for the HTML since no external sources can be loaded. So a Google font for instance has to be inlined using a tool like this one.
  • Even when the HTML inside the SVG exceeds the size of the image it wil draw onto the canvas correctly. But the actual height cannot be measured from that image. A fixed height solution will work just fine but dynamic height will require a bit more work. The best is to render the SVG data into an iframe (for isolated CSS scope) and use the resulting size for the canvas.

May I recommend dom-to-image library, that was written solely to address this problem (I'm the maintainer).
Here is how you use it (some more here):

var node = document.getElementById('my-node');

domtoimage.toPng(node)
    .then (function (dataUrl) {
        var img = new Image();
        img.src = dataUrl;
        document.appendChild(img);
    })
    .catch(function (error) {
        console.error('oops, something went wrong!', error);
    });