black out of place faces in render I've got a weird issue with this model. The mesh is fragmented when rendered, even though nothing of the sort shows up in material or solid view.

It has happened a few hours before and moving the whole mesh around and putting it back into place helped for some reason. Not this time.

There are no other faces in that space, so it's unlikely that it's z-fighting. It also seems to affect this particular part only (side panels and the front splitter are one object, separate from the rest of the body).  Any idea what I can do to fix it?



EDIT

As requested, I'm attaching a screen of my wireframe, together with properties. I'm using cycles.

Here's the download link: borked wireframe

Also, it's working again (don't know for how long this time), even though I changed nothing. I'm starting to think it's my graphic card glitching out, though it's weird that it's affecting only one object
You have some seriously uneven and messed up topology in your mesh, there are vertex overlapping faces, tris mixed with quads and ngons at unexpected places, all that contributes to bad topology and potential artifacts at render time.

Anyway there's an (apparently) useless and undesirable Bevel modifier and the end of your modifier stack causing trouble in the resulting mesh.

It is causing artifacts even in the viewport, and some more in the rendered view. Disabling it seems to mostly fix that problem.

You may want to read up on why quad based topology is important

EDIT

You may also want to remove doubles in your mesh (under edit mode select all and W > Remove Doubles) and recalculate normals (under edit mode select all and Ctrl + N)