dom-to-image vs html-to-image vs html2canvas
Converting HTML to Images in Browser-Based Applications
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Converting HTML to Images in Browser-Based Applications

dom-to-image, html-to-image, and html2canvas are client-side JavaScript libraries that enable rendering of DOM elements as image files (PNG, JPEG, etc.) directly in the browser. These tools are commonly used for generating screenshots, exporting visual reports, creating shareable content, or capturing UI states without server involvement. All three work by traversing the DOM, interpreting styles and layout, and producing a rasterized image output using canvas or SVG-based techniques.

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Converting HTML to Images: dom-to-image vs html-to-image vs html2canvas

When you need to turn part of a web page into an image — whether for sharing, exporting, or archiving — these three libraries offer client-side solutions. But they differ significantly in architecture, capabilities, and maintenance status. Let’s break down what each does well and where they fall short.

🧱 Core Architecture: How They Turn HTML into Pixels

dom-to-image works by cloning the target element, converting all styles to inline attributes, serializing it to an SVG foreignObject, and then drawing that SVG onto a canvas. This approach is simple but fragile when dealing with modern CSS.

// dom-to-image
import domtoimage from 'dom-to-image';

domtoimage.toPng(document.getElementById('capture'))
  .then(dataUrl => {
    const img = new Image();
    img.src = dataUrl;
    document.body.appendChild(img);
  });

html-to-image uses the same underlying technique as dom-to-image but improves the style parsing and serialization logic. It’s essentially a drop-in replacement with better CSS handling.

// html-to-image
import { toPng } from 'html-to-image';

toPng(document.getElementById('capture'))
  .then(dataUrl => {
    const img = new Image();
    img.src = dataUrl;
    document.body.appendChild(img);
  });

html2canvas takes a completely different approach: it walks the DOM tree, computes the rendered styles using getComputedStyle(), and manually redraws every element onto a canvas using the Canvas 2D API. This gives it far greater control over rendering accuracy.

// html2canvas
import html2canvas from 'html2canvas';

html2canvas(document.getElementById('capture')).then(canvas => {
  document.body.appendChild(canvas);
});

🎨 CSS Support: Flexbox, Grid, and Beyond

If your UI uses modern layout techniques, this is where the libraries diverge sharply.

dom-to-image struggles with:

  • Flexbox and CSS Grid (often renders as block layout)
  • Transforms (especially 3D)
  • Pseudo-elements (::before, ::after)
  • Web fonts (unless manually embedded)

It doesn’t attempt to interpret computed styles deeply — it just copies declared styles, which breaks when layout depends on parent-child relationships.

html-to-image improves support for:

  • Basic flexbox layouts
  • Some grid configurations
  • Better handling of transform and opacity
  • Font loading via fontEmbedCSS option

However, it still relies on SVG serialization, so complex interactions (like z-index stacking contexts) can fail.

// html-to-image with custom font embedding
import { toPng } from 'html-to-image';

toPng(node, {
  fontEmbedCSS: '@import url("https://fonts.googleapis.com/css2?family=Roboto");'
});

html2canvas excels at:

  • Full flexbox and grid support (since it reads computed styles)
  • Accurate z-index and stacking contexts
  • Pseudo-elements (via ignoreElements configuration)
  • Web fonts (with useCORS: true and proper font hosting)
  • Box shadows, borders, and background gradients
// html2canvas with CORS and logging
html2canvas(node, {
  useCORS: true,
  logging: false,
  allowTaint: false
});

⚠️ Note: html2canvas cannot render iframes, plugins, or video elements — none of these libraries can, due to browser security restrictions.

🖼️ Output Quality and Performance

dom-to-image produces decent quality for simple layouts but often fails silently on complex ones. It’s fast because it offloads rendering to the browser’s SVG engine, but that also means less control.

html-to-image offers similar performance to dom-to-image but with fewer visual glitches thanks to better preprocessing. Still limited by SVG’s inability to perfectly mimic HTML rendering.

html2canvas is slower — especially on large DOM trees — because it manually draws every pixel. But you get pixel-perfect output that matches what the user sees, including subtle effects like text antialiasing and blend modes.

For high-DPI (retina) displays, html2canvas supports scaling:

// html2canvas with scale for high DPI
html2canvas(node, {
  scale: window.devicePixelRatio
});

Neither dom-to-image nor html-to-image handle device pixel ratio automatically — you’d need to scale the canvas yourself post-render.

🔒 Cross-Origin and Security Considerations

All three libraries face the same fundamental limitation: they cannot render images or fonts from external domains unless those resources are served with CORS headers.

html2canvas provides explicit options to handle this:

  • useCORS: true — attempts to load cross-origin images if the server allows it
  • allowTaint: false (default) — prevents tainted canvases that would block toDataURL()
// Safe html2canvas config for mixed content
html2canvas(node, {
  useCORS: true,
  allowTaint: false
});

dom-to-image and html-to-image embed images as base64 data URLs during serialization. If an image is cross-origin and lacks CORS headers, it will either be omitted or cause the entire render to fail — with little feedback.

🛠️ Maintenance and Reliability

dom-to-image is effectively deprecated. Its GitHub repository shows no meaningful updates since 2018, and the npm page includes community warnings about its limitations. Do not use it in new projects.

html-to-image is actively maintained as of 2024, with regular bug fixes and improvements to CSS compatibility. It’s the spiritual successor to dom-to-image.

html2canvas remains under active development, with frequent releases addressing edge cases in modern browsers. It has the largest test suite and best documentation of the three.

📦 Bundle Size and Dependencies

  • dom-to-image: ~15 KB minified (no dependencies)
  • html-to-image: ~20 KB minified (no dependencies)
  • html2canvas: ~90 KB minified (larger due to comprehensive rendering logic)

If you’re building a lightweight utility (e.g., a browser extension), html-to-image offers the best balance. For mission-critical applications where visual fidelity matters (e.g., financial dashboards, design tools), html2canvas is worth the extra weight.

🔄 Migration Path

If you’re currently using dom-to-image, migrating to html-to-image is nearly seamless:

// Before (dom-to-image)
import domtoimage from 'dom-to-image';
domtoimage.toPng(node);

// After (html-to-image)
import { toPng } from 'html-to-image';
toPng(node);

Switching to html2canvas requires more refactoring since it returns a HTMLCanvasElement instead of a data URL, but gives you more control:

// Convert html2canvas output to data URL if needed
html2canvas(node).then(canvas => {
  const dataUrl = canvas.toDataURL('image/png');
});

✅ When to Use Which

ScenarioRecommended Library
Simple static content (text, basic boxes)html-to-image
Modern layouts (flexbox, grid, transforms)html2canvas
High-fidelity rendering (reports, dashboards)html2canvas
Lightweight bundle requirementhtml-to-image
Legacy project already using dom-to-imageKeep it (but plan migration)
New project with complex UIhtml2canvas

💡 Final Advice

Start with html-to-image if your use case is straightforward — it’s small, fast, and good enough for most marketing pages, forms, or simple cards. Switch to html2canvas when you notice missing styles, layout shifts, or font issues. And avoid dom-to-image entirely unless you’re maintaining old code that hasn’t broken yet.

Remember: no client-side library can perfectly replicate browser rendering. Always test with real-world content, especially if your app uses dynamic theming, custom fonts, or responsive layouts.

How to Choose: dom-to-image vs html-to-image vs html2canvas

  • dom-to-image:

    Choose dom-to-image if you're working on a legacy project that already uses it or if you need a lightweight solution with minimal dependencies. However, note that this package is no longer actively maintained and has known limitations with modern CSS features like flexbox, grid, and certain transforms. Avoid it for new projects unless you have specific compatibility requirements.

  • html-to-image:

    Choose html-to-image if you want a modern, actively maintained fork of dom-to-image with improved support for contemporary CSS layouts (including flexbox and grid), better font handling, and ongoing bug fixes. It retains the same core API but addresses many of the original package’s shortcomings, making it a solid choice for most new browser-based image capture needs.

  • html2canvas:

    Choose html2canvas if you require the most comprehensive rendering fidelity, including support for complex CSS properties, web fonts, pseudo-elements, and cross-origin images (with proper CORS setup). It uses a more sophisticated rendering engine that mimics browser painting behavior more closely, though at the cost of larger bundle size and potentially slower performance on large DOM trees.

README for dom-to-image

DOM to Image

Build Status

What is it

dom-to-image is a library which can turn arbitrary DOM node into a vector (SVG) or raster (PNG or JPEG) image, written in JavaScript. It's based on domvas by Paul Bakaus and has been completely rewritten, with some bugs fixed and some new features (like web font and image support) added.

Installation

NPM

npm install dom-to-image

Then load

/* in ES 6 */
import domtoimage from 'dom-to-image';
/* in ES 5 */
var domtoimage = require('dom-to-image');

Bower

bower install dom-to-image

Include either src/dom-to-image.js or dist/dom-to-image.min.js in your page and it will make the domtoimage variable available in the global scope.

<script src="path/to/dom-to-image.min.js" />
<script>
  domtoimage.toPng(node)
  //...
</script>

Usage

All the top level functions accept DOM node and rendering options, and return promises, which are fulfilled with corresponding data URLs.
Get a PNG image base64-encoded data URL and display right away:

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

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

Get a PNG image blob and download it (using FileSaver, for example):

domtoimage.toBlob(document.getElementById('my-node'))
    .then(function (blob) {
        window.saveAs(blob, 'my-node.png');
    });

Save and download a compressed JPEG image:

domtoimage.toJpeg(document.getElementById('my-node'), { quality: 0.95 })
    .then(function (dataUrl) {
        var link = document.createElement('a');
        link.download = 'my-image-name.jpeg';
        link.href = dataUrl;
        link.click();
    });

Get an SVG data URL, but filter out all the <i> elements:

function filter (node) {
    return (node.tagName !== 'i');
}

domtoimage.toSvg(document.getElementById('my-node'), {filter: filter})
    .then(function (dataUrl) {
        /* do something */
    });

Get the raw pixel data as a Uint8Array with every 4 array elements representing the RGBA data of a pixel:

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

domtoimage.toPixelData(node)
    .then(function (pixels) {
        for (var y = 0; y < node.scrollHeight; ++y) {
          for (var x = 0; x < node.scrollWidth; ++x) {
            pixelAtXYOffset = (4 * y * node.scrollHeight) + (4 * x);
            /* pixelAtXY is a Uint8Array[4] containing RGBA values of the pixel at (x, y) in the range 0..255 */
            pixelAtXY = pixels.slice(pixelAtXYOffset, pixelAtXYOffset + 4);
          }
        }
    });

All the functions under impl are not public API and are exposed only for unit testing.


Rendering options

filter

A function taking DOM node as argument. Should return true if passed node should be included in the output (excluding node means excluding it's children as well). Not called on the root node.

bgcolor

A string value for the background color, any valid CSS color value.

height, width

Height and width in pixels to be applied to node before rendering.

style

An object whose properties to be copied to node's style before rendering. You might want to check this reference for JavaScript names of CSS properties.

quality

A number between 0 and 1 indicating image quality (e.g. 0.92 => 92%) of the JPEG image. Defaults to 1.0 (100%)

cacheBust

Set to true to append the current time as a query string to URL requests to enable cache busting. Defaults to false

imagePlaceholder

A data URL for a placeholder image that will be used when fetching an image fails. Defaults to undefined and will throw an error on failed images

Browsers

It's tested on latest Chrome and Firefox (49 and 45 respectively at the time of writing), with Chrome performing significantly better on big DOM trees, possibly due to it's more performant SVG support, and the fact that it supports CSSStyleDeclaration.cssText property.

Internet Explorer is not (and will not be) supported, as it does not support SVG <foreignObject> tag

Safari is not supported, as it uses a stricter security model on <foreignObject> tag. Suggested workaround is to use toSvg and render on the server.`

Dependencies

Source

Only standard lib is currently used, but make sure your browser supports:

Tests

Most importantly, tests depend on:

  • js-imagediff, to compare rendered and control images

  • ocrad.js, for the parts when you can't compare images (due to the browser rendering differences) and just have to test whether the text is rendered

How it works

There might some day exist (or maybe already exists?) a simple and standard way of exporting parts of the HTML to image (and then this script can only serve as an evidence of all the hoops I had to jump through in order to get such obvious thing done) but I haven't found one so far.

This library uses a feature of SVG that allows having arbitrary HTML content inside of the <foreignObject> tag. So, in order to render that DOM node for you, following steps are taken:

  1. Clone the original DOM node recursively

  2. Compute the style for the node and each sub-node and copy it to corresponding clone

    • and don't forget to recreate pseudo-elements, as they are not cloned in any way, of course
  3. Embed web fonts

    • find all the @font-face declarations that might represent web fonts

    • parse file URLs, download corresponding files

    • base64-encode and inline content as data: URLs

    • concatenate all the processed CSS rules and put them into one <style> element, then attach it to the clone

  4. Embed images

    • embed image URLs in <img> elements

    • inline images used in background CSS property, in a fashion similar to fonts

  5. Serialize the cloned node to XML

  6. Wrap XML into the <foreignObject> tag, then into the SVG, then make it a data URL

  7. Optionally, to get PNG content or raw pixel data as a Uint8Array, create an Image element with the SVG as a source, and render it on an off-screen canvas, that you have also created, then read the content from the canvas

  8. Done!

Things to watch out for

  • if the DOM node you want to render includes a <canvas> element with something drawn on it, it should be handled fine, unless the canvas is tainted - in this case rendering will rather not succeed.

  • at the time of writing, Firefox has a problem with some external stylesheets (see issue #13). In such case, the error will be caught and logged.

Authors

Anatolii Saienko, Paul Bakaus (original idea)

License

MIT