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is there a way to ignore object rotation using geometry nodes so Object rotation has no effect on our geoNode?

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Since The Chris' answer relies on experimental branch (Blender 4.1α), and the latest stable version, Blender 4.0.2 still has the Rotation socket blue, I decided to rework my comment into an answer.

This answer will probably get outdated soon, but since some people still use as old versions of Blender as 2.69, surely some geonoders will stay on 3.6 for a while…

Blender 4.0 and newer

Chris' answer, but if your socket is blue, just convert it to purple and back:

Here's a more thorough answer, involving also canceling (inverting) scaling and translation:

How do you invert a transformation in geometry nodes?

Blender 3.x

Robin Betts' answer is better:

Geometry Nodes: How to lock a geometry's global orientation using a Self Object?

Continue reading mine only as alternative explanation:

Multiply the XYZ rotations by $-1$, and apply them separately in reversed order:

You could maybe optimize it by recalculating a single XYZ Euler equivalent, but I haven't figured how or why exactly it doesn't work.

There's also a Vector Rotate → Set Position alternative, but according to my tests, it takes 7 times more time than a single Transform Geometry, and since we only need 3 of these here… Yeah.

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  • $\begingroup$ thank u, can u explain why we should apply transform geometry 3 times? $\endgroup$ Dec 19, 2023 at 18:18
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    $\begingroup$ @Pooyaheydari Transform Geometry node applies the euler rotation in XYZ order. So by using it 3 times, we can force it to rotate first around Z, then around Y, and finally arounx X, which results in reversed ZYX order. $\endgroup$ Dec 19, 2023 at 18:33
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Just invert the rotation of the object itself.

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    $\begingroup$ Damn I can't access my PC rn, why your Object info rotation socket is purple? It's newest Blender or it happens when you connect it to purple socket? Normally I use euler to rotation node... also B3.6- you need to either use set position + vector rotate node (it has "invert" option) or split the axes (vector math multiply <-1, 0, 0> for example to get x axis, minus is there to invert) and use 3 separate "transform geo" nodes in order z y x $\endgroup$ Dec 19, 2023 at 16:34
  • $\begingroup$ thank you, which blender version do you use? $\endgroup$ Dec 19, 2023 at 17:38
  • $\begingroup$ it is version 4.1 $\endgroup$
    – Chris
    Dec 19, 2023 at 18:24
  • $\begingroup$ I can see the version can be downloaded here, for some reason Blender Launcher fails to show it on a list... $\endgroup$ Dec 19, 2023 at 18:42

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