Smoke through volume scatter

So I’ve been trying to figure out a way to add smoke like tendrils or even just variation to the density of the volume scatter to be used in multiple types of situations such as any scene where the smoke/fog/mist isn’t an even distribution but doesn’t require full smoke sim, which is a lengthy process with my hardware. I tried using the noise texture plugged into the density and then into anistropy and nothing really happened does anyone know a way to make this work?

That should work fine - I have used such a technique myself.

Run the noise texture through a colour ramp and math (multiply) node first - that will give you more control over the density and distribution of the denser patches.

Awesome thanks