But I think it is problematic by nature, as most of the time in the real world fog is not required to produce this effect. It is rather dust particles or gasses etc in the atmosphere that get illuminated and are usually otherwise not visible.
In nature, there is no such thing as “otherwise not visible” - gasses and particles still block out a bit of what’s behind them. So using fog to represent this effect is a perfectly valid solution. However, the density of the fog in that case is very low, while the intensity of light sources (typically spot lights and the sun) is very large. At the same time, the volumetric rays are usually a very subtle effect (at least in exterior scenes) - which means that the renderer may have a hard time to sample the right places.
I realize of course, that you may want a different effect in the end, which may or may not be physically accurate. In that case rendering the volumetric lighting separately and adding it as a post effect, will probably work better in most cases - plus, you can adjust the intensity as needed.
Best regards,
Vlado
