Finally, Parallax Occlusion Mapping!

Looks like you have the setup right, the only thing you really need for the effect is to hook up the Displaced UVs output to your texture sample’s UVs input.

I’m guessing it’s culling pixels at the default boundaries of [0,1,0,1]. Try setting the UV Boundaries parameter to something farther out in each direction, like -1,2,-1,2].

The update I’ll be releasing in the next couple days will provide an alternate material function with no silhouette clipping, so for applications like these you can just drag and drop that one (plus it will skip the expense of the clipping tests).