Probably would be easier to enhance your base model first ... A topology closer to a strawberry seed like pattern ... rhombs.
Add Plane orientated on X axis (with Apply > Rotation Ctrl+A), aspect ratio 2:1, split in middle Ctrl+R
Subdivision > Simple > 4
Simple Deform > Bend > 180 X
Simple Deform > Bend > 360 Z
... or just ...
One possibility is like this:
Note: Be aware that the result depends on your geometry sizes, so it will not work for "every" geometry.
Note: you need Blender 3.1 in order to open and check out the example blend file
*** UPDATE ***
one way, which of course is a bit tedious, to make it look a bit more like a stawberry pattern, is to go to ...
You can get an existing node group using:
ng = bpy.data.node_groups['your node group']
Adding a Geometry Node modifier:
(where o is your object)
The modifier is added, but adding it also creates a new node group that you can delete by:
AOV passes are the way to go (Edit: Actually View Layers might be the way to go).
The reason why you have artifacts in the AVO pass is because of numerical precision limitations.
I did two things to fix the problems you encountered in the file you provided.
First, I set the near and far clipping values for the camera to fit the character better and maximize ...
It is distributed randomly, that's why some places will never have your particles on them. I am not sure if you can do this as well in Geo nodes because I am still learning them, but in the Particles system, you can distribute particles on faces/vertices. Let's say that this is your object:
It has 98 vertices, now I go to particle settings and do this:
The Point Distribute node has been replaced by the Distribute Points on Faces node.
The Point Scale node has been replaced by the Set Point Radius node.
The Attribute Randomize node has been replaced with the White Noise Texture node.
The Point Instance node has been replaced with the Instance on Points node, and now allows you to set rotation and scale ...
If all the parts are within the same object, you need to go in Edit mode, select a part with L and press P to separate, it will create a new object, switch back to Object mode, select this new object, go in Edit mode in order to work this new object.
If you want several meshes of the same object to be separate, select them or select all and choose Separate ...
"Unsubdividing" but only in a single axis:
1: In edit mode, edge mode, select an edge ring. Ctrl alt RMB on an edge does that for me, but our interfaces may vary. Here, I've also hidden two edges to act as "stoppers" for the selection-- you can do similarly if desired.
Use a "checker deselect" operation. I generally use this ...