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.
* shaderUrl
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 "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
* @property {number|string} scattering - The scattering, range 0.0
– 1.0
.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
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 "fallthrough"
to fall through to the material below. "hifi_pbr"
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 "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} opacityMap - The URL of the opacity texture image. Set the value the same as the albedoMap
- * value for transparency.
+ * @property {string} opacityMap - The URL of the opacity texture image, or an entity ID.
+ * Set the value the same as the albedoMap
value for transparency.
* "hifi_pbr"
model only.
* @property {string} opacityMapMode - The mode defining the interpretation of the opacity map. Values can be:
*
roughnessMap
, but not
* both.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} metallicMap - The URL of the metallic texture image. You can use this or specularMap
, but
- * not both.
+ * @property {string} metallicMap - The URL of the metallic texture image, or an entity ID.
+ * You can use this or specularMap
, but not both.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} specularMap - The URL of the specular texture image. You can use this or metallicMap
, but
- * not both.
+ * @property {string} specularMap - The URL of the specular texture image, or an entity ID.
+ * You can use this or metallicMap
, but not both.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} normalMap - The URL of the normal texture image. You can use this or bumpMap
, but not both.
+ * @property {string} normalMap - The URL of the normal texture image, or an entity ID.
+ * You can use this or bumpMap
, but not both. Set to "fallthrough"
to fall through to
+ * the material below. "hifi_pbr"
model only.
+ * @property {string} bumpMap - The URL of the bump texture image, or an entity ID. You can use this or normalMap
,
+ * but not both. Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
+ * @property {string} occlusionMap - The URL of the occlusion texture image, or an entity ID.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} bumpMap - The URL of the bump texture image. You can use this or normalMap
, but not both.
+ * @property {string} scatteringMap - The URL of the scattering texture image, or an entity ID. Only used if
+ * normalMap
or bumpMap
is specified.
* Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} occlusionMap - The URL of the occlusion texture image.
- * Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
- * @property {string} scatteringMap - The URL of the scattering texture image. Only used if normalMap
or
- * bumpMap
is specified.
- * Set to "fallthrough"
to fall through to the material below. "hifi_pbr"
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 "fallthrough"
to fall through to the material below. "hifi_pbr"
model only.
* @property {Mat4|string} texCoordTransform0 - The transform to use for all of the maps apart from occlusionMap
* and lightMap
.