Large indoor space with hazy volumetric lighting

Calling all lighting experts.
For an interior building scene I need to recreate the type of hazy lighting with many overhead spots similar to this image

Would this be all post processing?
Or could this be achieved with ExponentialHeightFog?
Should I be using Ray Tracing at all?

Any feedback appreciated!

Exp.HeightFog will create desired effect for sure, but it can be costly if you targeting specific low-end PC.
Probably you can try faked volumetric maded with cone/sphere shapes attached to real light sources.

I guess, since this is just inside the stadium, this would be easier to do with local volumetric fogs. With that method, you can place your fog at specific locations, and leave other areas unaffected:

1 Like

Thanks guys!