Cycles normal input relative to object's rotation 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?
Thanks to Mr Zak for the pointer, I started fiddling with the vector transform and that gave me the desired result.



This is without the vector transform:



And this is with vector transform: