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The default exponential height fog is very flat by itself, I wanted the fog to feel physical; to make it have areas of higher density etc. I achieved this look by using worldspace noise that's being warped by vector curl. This material was attached to a particle emitter as its colour. This however comes with drawbacks as the smoke would only interact with movable lights and was quite expensive. At first I wanted to make the wall using splines which did work but it just looked ugly, and on top of that I wanted parts of the wall to be broken down which would be impossible with this approach. I realized that the best way to do it was to manually place rocks to make the wall.
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The two rock assets I made were placed in this pattern then duplicated around my scene.
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