fur tools often provide a way to place snow or any instances along the curve u param of a fur fibre, ie curve. Thats' the way it works in the Yeti plugin for Maya, doable in Houdini as well. Xgen, too?
Workflow example: a feature that houdini is implementing in their revised groom tools is querying the deforming topology of the parent mesh to drive nodes in the groom. Multipliers based on edge angles, curvature, stretch, compression, etc comparing to a rest pose presumably. Soup-wise: piping the output (colorPerVertex) from the tension node into the fur evaluation to drive the fur properties based on the animation.
Another case/idea: long fur could bend more strongly in areas where a character has a lot of deformation itself (kness, elbows), the edge angles could provide a value to drive the bend or general direction of fur, minimising the need to create a corrective groom with combing tools for a good silhouette.