In nature, hair often forms in clumps, however, often these clumps are made up of other clumps, if you want to make convincing animal fur you need to replicate this behavior. However I can't seem to get the geometry nodes setup correct. Here is my current setup and you can see I modified the hair clump modifier (probably where I messed up) so that I can pass in the guide curves to use (which as you can see, it uses the closest curve from the low density interpolation as the guide curve) However, this gives terrible results, the hair curves are overlapping, which, if it was working correctly, you'd expect to see a Voronoi shaped bald spots between the sub clumps.
I decided to investigate further by making a setup that allowed me to render only one sub clump at the time, and you can see that some of the hair curves aren't even on the surface! the most normal looking index is index 0, but as I increase the index number the sub clumps get more and more glitchy looking
If you'd like to see intended results, this video is a great reference https://www.youtube.com/watch?v=8kJj1W9gGrA