diff --git a/libraries/procedural/src/procedural/Procedural.h b/libraries/procedural/src/procedural/Procedural.h
index 7d655b5ef4..d70477429d 100644
--- a/libraries/procedural/src/procedural/Procedural.h
+++ b/libraries/procedural/src/procedural/Procedural.h
@@ -40,7 +40,7 @@ const size_t MAX_PROCEDURAL_TEXTURE_CHANNELS{ 4 };
  *     If a procedural material contains a vertex shader, the bounding box of the material entity is used to cull the object to which the material is applied.
  * @property {string} fragmentShaderURL - A link to a fragment shader.  Currently, only GLSL shaders are supported.  The shader must implement a different method depending on the version.
  *     <code>shaderUrl</code> is an alias.
- * @property {string[]} channels=[] - An array of input texture URLs.  Currently, up to 4 are supported.
+ * @property {string[]} channels=[] - An array of input texture URLs or entity IDs.  Currently, up to 4 are supported.
  * @property {ProceduralUniforms} uniforms={} - A {@link ProceduralUniforms} object containing all the custom uniforms to be passed to the shader.
  */
 
diff --git a/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp b/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp
index 130f11f3ef..049246b4fc 100644
--- a/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp
+++ b/libraries/procedural/src/procedural/ProceduralMaterialCache.cpp
@@ -136,12 +136,12 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
  * @property {number|string} scattering - The scattering, range <code>0.0</code> &ndash; <code>1.0</code>. 
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} emissiveMap - The URL of the emissive texture image. 
+ * @property {string} emissiveMap - The URL of the emissive texture image, or an entity ID.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} albedoMap - The URL of the albedo texture image. 
+ * @property {string} albedoMap - The URL of the albedo texture image, or an entity ID.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} opacityMap - The URL of the opacity texture image. Set the value the same as the <code>albedoMap</code> 
- *     value for transparency. 
+ * @property {string} opacityMap - The URL of the opacity texture image, or an entity ID.
+ *     Set the value the same as the <code>albedoMap</code> value for transparency.
  *     <code>"hifi_pbr"</code> model only.
  * @property {string} opacityMapMode - The mode defining the interpretation of the opacity map. Values can be:
  *     <ul>
@@ -176,22 +176,23 @@ NetworkMaterialResource::ParsedMaterials NetworkMaterialResource::parseJSONMater
  * @property {string} glossMap - The URL of the gloss texture image. You can use this or <code>roughnessMap</code>, but not 
  *     both. 
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} metallicMap - The URL of the metallic texture image. You can use this or <code>specularMap</code>, but 
- *     not both. 
+ * @property {string} metallicMap - The URL of the metallic texture image, or an entity ID.
+ *     You can use this or <code>specularMap</code>, but not both.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} specularMap - The URL of the specular texture image. You can use this or <code>metallicMap</code>, but 
- *     not both. 
+ * @property {string} specularMap - The URL of the specular texture image, or an entity ID.
+ *     You can use this or <code>metallicMap</code>, but not both.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} normalMap - The URL of the normal texture image. You can use this or <code>bumpMap</code>, but not both. 
+ * @property {string} normalMap - The URL of the normal texture image, or an entity ID.
+ *     You can use this or <code>bumpMap</code>, but not both. Set to <code>"fallthrough"</code> to fall through to
+ *     the material below. <code>"hifi_pbr"</code> model only.
+ * @property {string} bumpMap - The URL of the bump texture image, or an entity ID. You can use this or <code>normalMap</code>,
+ *     but not both. Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
+ * @property {string} occlusionMap - The URL of the occlusion texture image, or an entity ID.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} bumpMap - The URL of the bump texture image. You can use this or <code>normalMap</code>, but not both. 
+ * @property {string} scatteringMap - The URL of the scattering texture image, or an entity ID. Only used if
+ *     <code>normalMap</code> or <code>bumpMap</code> is specified.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} occlusionMap - The URL of the occlusion texture image. 
- *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} scatteringMap - The URL of the scattering texture image. Only used if <code>normalMap</code> or 
- *     <code>bumpMap</code> is specified. 
- *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
- * @property {string} lightMap - The URL of the light map texture image. 
+ * @property {string} lightMap - The URL of the light map texture image, or an entity ID.
  *     Set to <code>"fallthrough"</code> to fall through to the material below. <code>"hifi_pbr"</code> model only.
  * @property {Mat4|string} texCoordTransform0 - The transform to use for all of the maps apart from <code>occlusionMap</code> 
  *     and <code>lightMap</code>.