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Hi @cvejarano

After an intersection has been found we offset the ray origin by a small amount to avoid self-intersections, you can find the relevant code here: https://github.com/mitsuba-renderer/mitsuba3/blob/master/include/mitsuba/render/interaction.h#L160-L169. I believe the issue you're running into is that this value is simply too large. You could try modifying that method directly, by reducing RayEpsilon or completely changing that logic.
The reason this value is a bit too aggressive is that the various shape types we have implemented in Mitsuba all have different numerical tolerances/precision, it's therefore set for the worst case scenario.

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@njroussel
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@cvejarano
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