9489205c5c
The issue was caused by numerical instability whrn having ray origin close to a huge triangle, which could have aused bad ray distance check. Watertight Woop intersection isn't really addressing such cases, it's dealing with small triangles far away from the ray origin instead, so it's a bit tricky yo make it working reliably. While we're quite close to the release it's safer to do check in Pleaucker coordinates if ray close to a huge triangle. Likely this additional check combined with some other tweaks to the code doesn't cause measurable slowdown in the scenes tested here. After the release we can play a bit more with this code in order to make it more stable without Pleucker fallback.