Hello
@Art3mis99,
Thank you for reaching out to us!
The
Rounded cube mesh uses a UV layout where the
top and bottom faces' UVs are cut off from the rest on some edgesso they can be laid out without stretching, breaking texture continuity at these edges.
This is the cause for the cut off, as the tessellated vertices are
displaced differently on these edges, leaving a gap. This is a limitation of the current implementation of the tessellation displacement.
I hope this is informative!
Best regards,
Luca