This is different.
Trying some higher-end output from Navis' and am encountering this odd chopping, slicing, or dicing that would've made Billy Mays proud.
I'm attaching a pic w/ comparative samples of different lighting applications to better illustrate the problem.
The 'rendered mode' lighting is your default textured phong'ish no shadow rendered view which illos the base textured model and is typical of a design review display; it looks and behaves fine.
The lower two samples illustrate what happens to the same scene and objs when rendered using the default ambient and two distant lights, and then with an ambient and sky light only.
While the attachments only show a very small portion of a much larger 3D model, these same 'gotchas' continue to appear in all render(s) no matter how far or near the virtual camera is positioned to the model.
It doesn't appear to be a 'normals' issue, as the missing 'faces' aren't relatively positioned to any of the actual geometry triangles - and the problem appears on small and large scaled scene objects, and with or without textures.
Really hairy normals problems can usually be covered with a simple 2-sided material in most other rendering software, but I've not found such a material option in Navis'.
I've tested other lighting conditions, camera positions, clipping plane adjustments, and different Culling options - all with no luck - and I'm about out of ideas.
Has anyone else encountered the same or similar problem - and if so, how was it resolved?
All thoughts, options, or voodoo spells will be considered.
TIA - dp