Hi,
Hopefully everyone is enjoying the painted shader and exploring the possibilities it opens up. I've seen some pretty cool stuff in various threads which I certainly hadn't thought of when we first talked about it.
I'd just like to point out its usefulness for populations, in case it wasn't obvious :-). You can use a single painted shader as the density shader for multiple populations. By varying the parameters for the populations you can quickly and easily get mixed populations. As a simple example you can paint an area alongside a body of water then use the shader as the density shader for rock and grass clump populations to give a rocky and weedy foreshore.
If you decide you want to tweak one or more of the populations you can duplicate the painted shader, which of course duplicates what you've painted, and hook that up as the density shader for the population(s) being tweaked. You can then edit the new painted shader to refine the distribution of individual populations within the mixed populations.
You can also use the intensity of the painting to control the density of a population. Greater intensity (brighter white) will give give greater population density. I've attached a couple of images showing this. You see from the image showing the mask that there are more trees in the brightest area. I've painted around the white area with the brush using a reduced flow, and you can see that the density of the trees is correspondingly lower. You can also use the falloff to increase the intensity of the brush, a falloff of zero will make the brush into a solid dot while increasing the falloff will make it progressively softer toward the edges.
For the adventurous you can potentially use the function nodes to perform complex combinations of painted shaders. To what end I can't really think of right now, but you could certainly do it :-).
Regards,
Jo