Hello Cradders, and thank you for your response.
Cradders
I fully admit I'm a relative newbie to the Houdini giants on this forum, but I'd suggest you look at the Facet SOP. There are check boxes for computing normals, as well as an option to cusp polygons to ‘permanently’ set their hardness.
I'd like to avoid re-creating vertex normals inside Houdini, and rather re-use existing hard edges from imported OBJ file.
It turns out it's more trickier than I thought it is. When I import the object, at first it seems that Houdini preserves object's vertex normals (the model looks correct after the OBJ is imported into the scene), but they break immediately after I transform the mesh with xform.
What is interesting, is that transformations on object level do not cause vertex normals to break. Why?
I've prepared a very simple scene as an example, so you can see what I mean.
Regarding my second question. You can try to export the mesh with either the ROP Driver or with RMB->“Save Geometry…” command, and compare the vertex normals from the original OBJ file to what Houdini exported. You'll notice that the exported mesh contains only hard edges.
I'm sure the original vertex normals are somewhere out there… I can see them as vertex attributes in the details view. I tried promoting these attributes to points, but it was a bad idea, since there are fewer points than vertices.
I have no idea how to extract those normals and re-apply on the geo before exporting it back to file.