Mask Follow The Object Rotation

HI, Is there any way to make component mask is following object rotation?

So What I do is simple node Vertex Normal WS > Component Mask (B only) to the WPO slot, the object now has teselation to the Z direction, but when I rotate my object the tesselation is keep on Z world space.

I have been trying to do transform node, but it keep saying error that local space is only can be for vertex.

Something like this should do the trick :slight_smile:
Just transforming into local space and then back!