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In continuation to this questions:

Visualise texture based on direction a surface is pointing using Cycles

Mapping the XYZ colors to faces based on their normal orientation works great. But if I rotate the object, the normal values change. This is even the case when the object is parented to an empty.

Is there a way to lock the normals to the local rotation of the object? Or is this always calculated based on te global values?

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    $\begingroup$ You could bake those colors to the texture which is probably unflexible, or try using Texture coordinate node instead. A bit related - blender.stackexchange.com/questions/7222/… $\endgroup$ – Mr Zak Sep 7 '17 at 22:13
  • $\begingroup$ Thanks for the pointer. Adding a vector transform from world to object did the trick. $\endgroup$ – wout Sep 8 '17 at 10:21
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Thanks to Mr Zak for the pointer, I started fiddling with the vector transform and that gave me the desired result.

enter image description here

This is without the vector transform:

enter image description here

And this is with vector transform:

enter image description here

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