Not talking about fog effects in post or photoshopped elements, but in a model: Billowing clouds, jets of steam, wisps of mist; all with soft edges, .
Building these out of successively smaller multiple objects nested together with high transparency might simulate a low res gradient at the objects’ edges.
Materials with alpha channels might pose a challenge with controlling object shape.
2d objects with gradient fills or materials would work, but only for individual views.
Ha, that’s an excellent video, I’m always amazed about how people generate these complex CG environments with so much fakes and eventually ending up making it look real.
And much of that I would suggest doing also for product shots or other visualisation. Do the minimum you need with actual rendering, the rest: fake it to the best of your abilities.