Here you can see how to extract the rotation of the object itself. But I couldn’t find in the shaders of the engine how to get the rotation for each instance in ISM.
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Do you mean the ‘object orientation’ node?
You might be able to convert that with a ‘transform vector’ ( you can go from world to instance space, I think…? ( not at a machine ) )
No, ObjectOrientation is not exactly what I’m looking for.
In the previous question, a similar issue was solved by creating a custom shader with this line:
float3x3 WtoL = LWCToFloat(GetPrimitiveData(Parameters.PrimitiveId).WorldToLocal);
And then the necessary transformations are calculated. But it doesn’t work for ISM. I couldn’t find how to rewrite this line inside the UE shaders. Trying to simply insert the Transform node after the custom node does not give results.
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Yes, not sure, sorry. But did see this/