Tesselation from noise not rotating properly with object


Recently I say this video ( link ) on using material effects.

At 13:00 he has the noise, he connects the absolute world position and subtracts the object position allowing the noise to not change when translating the object. But he does not explain the rotation.

I have been trying to figure out how to do the rotation but I am having problems. Transform to local does not work with tesselation which makes it harder.

So, besides doing the subtract, I got the object orientation and I use a rotate vector blueprint. However, because I only have the Z orientation if I translate the object to 0,0,1 ,the object can still rotate around the z axis and I do not know how to correct that because I do not have the normal to the orientation for a second rotate.

Question, can I even do this? and how can I do this?