Hi @polygondust
My first guess would be to use motion blur: if you have an emission surface parented to the sword, I think it would work. That could work in an animation, I’m not sure however it could work in realtime rendering (EEVEE maybe? I don’t know and I’m interested to know 🙂 )
A less conventional approach that comes to my mind would be to have a smoke emission to the sword, and fine tune the smoke shader so it emits. That however could be expensive in computing time though.
I’m very curious too to know how other would solve this!
Cheers,
/Thibaut,