Hi, Thank you for your feedback.
Frizz and Clump are both random (If you are using random clumps). In Frizz there is no way to generate uniform frizz, is difficult to give you an advice without looking at your groom but maybe you have set a Uniform Root distribution in HairFromGuides and GuidesFromMesh. If that's the case change it to any other distribution method.
In the case of Clump, the clumps will be generated randomly across the surface. However, we let to users decide how to randomize other aspects of the clumps: Like Clump amount per guide or per guide clump, the length, size, etc. There is not a single parameter for randomization because that would limit the posibilities. To accomplish this, we added multiplier map and strand channel slots so the user can randomize certain parameter. For example, you can add a procedural noise map to the clump amount parameter, or use Generate Strand Data to create a random strand channel that you can feed to the amount channel, twist channel, etc. Another option you have to get a more natural effect is Preserve Strand Length and Attract to Closest Stem Point.
Jeordanis Figuereo (Product Designer. EPHERE Inc.)