World Position Offset broke mesh by UV

Here is my setup for material:

I trying to use it on the cube but getting strange results.

190213-2.png

What am I doing wrong?

You use vertex normal, that means vertices will be moved only in its normals direction.

If you map this material on something with smooth edges it will work fine.

This is the power of world position offset!

You can modify the shapes of your meshes whit this tool ( the surfaces to be more correct).
Each pixel rendered is shifted out the mesh surface. It is used generally to add details to a surface.
Be careful using it.

In your case you are translating the surfaces (pixels) of your mesh by 20 , but the shape of of your surfaces remain the same.

If you check is two sides in your material details you will see also the others surfaces.

If your purpose is to grow your mesh you can use MORP or scaling