I want to get my Geometry Nodes-based modifier to execute flawlessly in global space, so at some point I’ll need to compensate for the object’s rotation. First, I’d like to know how rotation is represented in Object Info node. Is it quaternion or euler?
Okay, from what I managed to understand, those nodes which require Euler angles input, will process Object Info’s rotation as Euler. Other person pointed me to use Vector Rotate node in unrelated question:
so the problem of rotating a vector, which I wanted to ask about next, is out of the way too. Now what remains is to decide what directions inside my modifier need conversion from local to global and vice versa