Hi Xavier - it looks like your actual Lofted surface is fine, this is a problem with the display mesh that is calculated to display the surface in the 3D viewport.
Sometimes the mechanism that calculates the display mesh stops before it is refined enough, that can leave some artifacts like you show.
In this case, just try to ignore those jagged edges, your actual surface is not jagged. When it comes time to export your lofted surface, you will either be able to export the true surface to .3dm or IGES, or if you export to a polygon format the export mesher does a more careful (but much slower) job of breaking the surface into polygons, so this doesn't normally cause an actual problem at export time.
You can find some recent discussion on this same problem here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=759.3
It is possible to tweak some settings to make the display mesh denser (mentioned in that above link), but you've got to be a bit careful with that since it can make more complex models too dense and slower.
Ok - other stuff - it is definitely a good idea like you mention to use as few stations as possible. If you try to use a lot of stations it tends to introduce undulating wiggles in the surface unless your stations are all very smooth gradual changes. One thing that can help to reduce the wiggles is to use Loft Style = Loose - with this style the resulting surface will only be generally guided by the stations instead of forced to go exactly through each station. This reduces the "tension" on the overall Loft and will make a more fair surface.
> It would be nice, once a loft is computed, to have access to its initial definition
> (loft options) so one can tweak it without having to delete and redo (or may be
> it can be done and I missed it altogether).
Yup, this would definitely be useful, it cannot be currently done. This is part of an expanded "History" type mechanism that I want to add in the future.
> It would also be nice to have some sort of finer control (such as a slide) beside
> the normal, loose or straight styles.
It would be a great tool, but it is kind of hard for me to think right now of how I would accomplish it technically - each of those styles kind of uses a pretty different method to do the overall calculation, so they don't really combine together so easily... I'll try to think about it some.
> I have not searched yet (should have), but may be you can clarify for me
> the loft options (especially refit and number of points) or point me to an existing thread...
I always have difficulty explaining this one...
Basically, the process of lofting involves building a single surface out of multiple curves. A single NURBS surface has a rectangular grid of points, like say 30 x 100 points. Since it has this type of regular grid layout, it means that a surface cannot be made up of a different number of points at each station, the final surface has to be calculated to have the same number of points at each station.
So there has to be a way to combine together the curves at each station and modify them so that they all share the same point structure.
This means that each section is changed in some way before it becomes part of the surface, this option controls the method that is used to change the curves.
"Auto" mode makes an automatic choice between either Exact or Refit. It will try to do Exact first, and if that produces a good result without too many points, then it will use that otherwise it switches to Refit.
Exact mode will combine together the curves by inserting new points into each section until they all have the same structure. This does not change the shape of each section, but it can cause a problem with overly dense surfaces with way too many points in them.
Refit goes through a refining process that reconstructs the curves in a synchronized process until the new curves are within 0.01 units of the previous one. This avoids overly dense final surfaces, but in some cases the refining process can introduce slight wiggles in the final results.
#Points mode uses a pretty crude approximation of the original curves, it just goes through and samples an evenly spaced given number of points and builds a curve through those. This tends to give very smooth simple output, but since it is just a rough sampling if you have small details like little bumps or turns in the curve, it will generally miss those.
Hope this helps, let me know if you need more details on any particular part.
- Michael