how do I make translucent material to be affected by fog?

Translucency is fogged per-vertex, so make sure your mesh has suitable tessellation. Exponential height fog should automatically affect it, otherwise it’s a bug. Sorting is done per-object, by the center of the object’s bounds. Best results come from somewhat evenly sized translucent objects. It’s not a robust system, but these are the limitations of current graphics hardware.