yes i am using eevee and i have an 8k hdri for the sky
cycle works fine i could have used it , but it will go slow for my render work .
the i made a number of test on deferent files and found out that volume doesn’t work great with HDRI,s on EEVEE, not sure if its a bug or something else !
also when i render mist pass , it doesn’t see or count the volume objects as objects .
thy react like hidden objects that’s why i cant play with the mist and have it goes behind the volume !
That is a bit of overkill; you could use a 2k and have more memory for the Volumes.
Setting a Density of 10 makes an almost solid object.
Here I switched to EeVee and increased the density ( EeVee Thing)
Clamped down the color ramp and now you can see what the mist pass is doing…In Front and Behind Volumes.
OK, I took a look at your file and there were several problems in the Blend.
The material for the spheres was a bit too high, so I reduced the density from 10 to 1.7
I changed the mesh as it was 3 spheres just joined together, which made interior geometry. I booleaned the spheres into 1 spherical shape.
There were some problems in the compositor… Simple things that were causing problems…
like the math node Multiply into a color-ramp and used as a mix factor for Color and Mist pass…
yeah , i made the volume density high , because i thought the low density might be the problem .
but i was wrong .
the 3 spheres are just for the test , thy are not important object , i just wanted to see if how will the volume be effected with the mist in deferent locations from the camera
but overall the problem is still there .
i want to have the environment be effected by an atmospheric mist , just the background and not the foreground , and in this case the volume should not be covered with the mist
see the first img
this is the result i am trying to achieve in blender