> For the complete documentation index, see [llms.txt](https://docs.colormass.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.colormass.com/building-blocks/materials/change-a-map-substrate.md).

# Change a Map (Substrate)

In some cases, it’s necessary to replace a map of a scanned or finished material. Most often, this involves swapping the diffuse map to introduce a new pattern while preserving the other captured reflection details.

{% hint style="warning" %}
Please note that this is an advanced change. If you are not sure what this option does, we recommend not using it.
{% endhint %}

The best way to start is by copying an existing material, such as a substrate scan (see [Copy a Material](/building-blocks/materials/copy-a-material.md)). Once you open the copied material, you will see the original set of textures displayed.

Next you would need to add a new Texture Set:

<figure><img src="/files/4gfzZNlgt94QzQkGb7wa" alt=""><figcaption></figcaption></figure>

Inside the new Texture Set, upload your new map (in this case, the Diffuse Map) by simply dragging and dropping it, as shown below:

<figure><img src="/files/tlQ8gPHqhyhEGKJRfmrP" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Do not upload the texture into the existing Texture Set, because the system will interpret the newly uploaded texture set as an updated version of the original and overwrite it.
{% endhint %}

You will also need to specify the size of the new map. Make sure the physical dimensions match the real-world size represented by the newly uploaded texture:

<figure><img src="/files/RAI4GWuYr3LkwRpO5Avd" alt=""><figcaption></figcaption></figure>

and then press *Save*.

Once it is saved, copy or remember the Texture Set ID (in this case 61012) and navigate to *Edit Material:*

<figure><img src="/files/Ag1mAjf0ZYjtiSXqJy9Z" alt=""><figcaption></figcaption></figure>

Then click *+ Add a new node* and select a new *Texture Set* from the menu.

<figure><img src="/files/A3sEMzmes0RHLb1jSOqY" alt=""><figcaption></figcaption></figure>

and add the *Texture Set* ID here:

<figure><img src="/files/lr1oQ2a5BOZGoa60rPQs" alt=""><figcaption></figcaption></figure>

As a final step, connect the UV output to the X-Y-Z input, and plug the Base Color into the Base Color input of the Principled BSDF node like so:

<figure><img src="/files/aeseDrNIysdPNBzkF0YS" alt=""><figcaption></figcaption></figure>

Once you are finished, save the material.
