Im writing a fake pleochroism shader for a project.. I need to know the rotation of each "crystal axis" (the object's euler coordinates basically)
Right now Im currently using a driver to sample the rotation and feed it directly to the script via a combine xyz node.
The driver pulls directly from the object properties. (it automatically puts them in radians when the driver outputs to the shader editor)
This is NOT an optimal solution. Youd have to declare custom axis for every single isometric crystal and its rotation.... I want something that can be automated / calculated per object based off its internal properties..
From what I could tell on blender's site, theres no attribute or builtin property to reference the rotation... only location.
Im sure theres a mathematical way to get the rotations with the local and global position, but I dont know how I can do that honestly.