Ah, yes, that happened to me, too. I just used a distribution shader to restrict it based on altitude. Here's what I think is happening: when it's calculating the distribution of the plants, the populator is looking at the original coordinates, which means that the arch is just a unit circle (in the distributor's eyes). The populator matches the objects to the terrain, though, after computing the arch's displacement. This means that the arch, whose surface area has grown several times over, only has one unit circle's worth of plants on it. The solution would be to force the distribution function of the populator to look at the final terrain output for its coordinates, but there's no way to do that right now.