Yes, you are correct. Frizz is computed based on the scale you manually assign and a point's position along a strand's length, not its real-world length. I suppose we really should have an option for absolute scale not relative. But I don't think world space is a good idea since frizz would be too sensitive to each scene. Instead maybe it can take the length of the shortest strand and use that for reference. Though that would add some overhead to the calculation.
Marsel Khadiyev (Software Developer, EPHERE Inc.)