You might've moved the wrong thing, or forgot to move the population completely.
When you import a population, it actually imports 2 objects, one instance of the object at 0,0, and the population of 1000x1000 centered at 0,0.
Don't ever move the single instance at 0,0, keep it there. Always move the population area, making it wider/positioned wherever you want. When looking at 3d preview it can be hard to select the right one when first imported because its both are at 0,0. Simple way to change this (and to know what to move around):
Creating a new population instance and moving it properly:
- On objects area, Add Object --> Population --> (Whichever type)
- Now (on a default scene assuming you've done nothing else in it yet), you should now see /Background, /Planet 0, and two others. The first will say something like /Pop Grass clump 01 (or whatever object you imported or used). The second will be nearly the same, with a little extra. Ex. /Pop Grass clump 01/Grass clum.
- The first object shown in that pane is the actual population, which is where you should change/move/etc the population. the other is the single instance that you shouldn't really mess with ever.
- To find which you should actually mess with for sure, make sure the current camera view can see the 0,0 position (don't have to save it as render camera, just need to see at least temporarily.
- Now, with the population part selected, look down at the Distribution tab for it, and notice the Area centre. It should be 0,0,0.
- Change the center from that to 100,0,100. You should now see the population easier and be able to select it easier. Now simply move its center to where you want visually with the arrows, or you can type exact coordinates in if you know where you want everything.
If you want to try Erode, go to the Terrain part, select your heightfield shader, and click Add Operator and choose erode. Play with the erode settings and then hit erode now to see the results. As a side note: erode is one of the slower heightfield operators ive played with.