--- title: "Inverse Matrix" url: "https://help.maxon.net/c4d/en-us/Content/html/NET_MAXON_NODE_INVERSEMATRIX.html" section_path: "The Node Editor > The individual Assets > Math > Inverse Matrix" element_id: "NET_MAXON_NODE_INVERSEMATRIX" description: "This page covers the Inverse Matrix node of the Scene Nodes system in Cinema 4D. It inverts a matrix — the key to converting between local and global …" --- # Inverse Matrix > **Note:** **What is it about?** > > This page covers the **Inverse Matrix node** of the Scene Nodes system in **Cinema 4D**. It inverts a matrix — the key to converting between local and global coordinates in procedural setups. ![Image: 042492.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/042492.jpg)\ Inverting a matrix lets global vectors be converted to local vectors. A matrix not only supplies an object's size and position in space but can, for example, also be used to define the position of the polygon points on the object. These point coordinates will generally be saved using local coordinates. A multiplication of such point positions with an object's matrix calculates the point's position relative to the world coordinate system. If you want to do the calculation in reverse, i.e., convert a global position to a local position within a given object, the object matrix must be inverted prior to the multiplication with the global point position. This is exactly what this Node does.