Oshyan, what I'm suggesting is that in addition to the way we mask populations at present (a stencil), we add the ability (which we can kind of fake now with layers of populations) to plug the mask into the actual density too. Not only would the mask limit the geographic distribution of objects in the population, it also would numerically limit them. If you input say 10 meter spacing, the shader would then multiply that by the colors in the mask. At pure white, the objects would be numerically more dense, and at dark grey, numerically less dense. I also want to do this with object scale in the population.