OK this is a basic approach (not the only way), and it can get a little complicated (or simplified) depending on your surface settings.
Create a duplicate white surface layer using the same coverage, fractal density and other restrictions as your reference surface. Plug the fractal breakup from your reference surface into your duplicate surface. Use the duplicate surface as the density shader for your population.
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If you use your green surface, the max pixel value in the channel used for masking (probably blue) will be lower than what your are requiring.
As an extra level of control, I'd also run your duplicate shader through a colour adjust shader (just noticed the English spelling of colour... excellent
) to tweak the actual density of objects to what you want.