I want to set up a procedural landscape where the tree distribution is based on the location of the mesh sort of like how I have the displacement set up. However, when I move the mesh the X and Y locations of the points stay the same while the Z location slides up and down with the displacement. Here is a video of the issue. https://drive.google.com/file/d/1X6YfJi2UtXq04B0zH2mIdU1a_L9-du6h/view?usp=sharing
It is working in some way (with some glitches on borders) ... but I can't say I really know what I did ... hopefully someone smarter will help you.
Geometry nodes (fields version) Blender 3.1 (this blender is not recognised as a blend file, so I can attach file here to play with.
Thank you so much for all the help. While I didn't use your exact method, it definitely helped me figure out the issue. I ended up branching out the geometry where I wanted the points to be distributed and then added a subdivide node to control the density. Then I converted vertices to points and reset the z location to 0. Then I randomized the translation on the xy axis using the noise texture. Finally, I used the original displacement node to return the points to the surface of the mesh.