Artifacts in rendered geometry which appears okay in openGL / Solid view? I made a low poly piece and realized that in the 3D viewport with rendered mode enabled that I have some artifacts on the boundaries of faces, if you look closely it looks like scratches.


Can anyone help me in my debugging process of understanding what's wrong?
I'm still a beginner on Blender, and there's so much I ignore on the good ways to do things.
Here are the viewport clipping settings:

Here is the component in question: Blend
Originally I tried to fix this problem using BSurfaces, but this was giving me unrelated error messages:
Your real problem appears to be scale:

I think caused by clipping plane being way beyond what is necessary.

You had it set to 1mm - 1km
Overlapping faces
My first impression is that you are trying to fix the wrong problem. I suspect that the reason you are using BSurfaces is because you don't know why you are getting scratches. The scratches is a much more interesting problem, and knowing how to fix those will help you in future modelling.
If I am correct, the 'scratches' as you call them, are the result of overlapping geometry, and this results in z-fighting. The scale you are modelling at compared to the viewing world scale will result big enough rounding errors to make this noticeable.