The front surface isn't curved though, it is completely flat. When I set the front surface to have diffuse optical properties (reflect_diffuse = 0.96, absorb = 0.04), I get the behavior described. It must be that the accuracy of reflection depends on the triangle size which I did not think was the case.
I was using COLLADA files as they allow me to also export surface properties. My current setup lets me paint the detector (white, black, red, blue, etc.) and then in my collada -> chroma script I have presets on what black, red, blue etc. correspond to. So white was a diffuse surface, and black an absorber.
It wasn't quite that simple though, as I need to association each triangle with which solid is on the inside and outside. To do this I specified that in the texture name, so really a surface gets painted material named something like "blue and scintillator inside and air outside". It would be nice if I could clean this part, but I haven't figured it out.
As I have just learned though, sketchup may not be usable since I cannot afaik control how the meshing is done. I'm looking into Blender and other modelling software that may let me do this.