How To Creates KPop Demon Hunters Ramen Weapon Effect in Blender [Education]

February 6, 2026

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Introduction

The supernatural action thriller ” KPop Demon Hunters Ramen ” has attracted and dazzled audiences with its stunning visual effects, particularly the ethereal, glowing weapon trails that follow the heroes’ enchanted blades. These energetic, sparkling effects—reminiscent of the film’s iconic gokdo (moon sword) sequences—have inspired statistical artists worldwide to recreate similar visuals using Blender’s powerful procedural tools.

Creating these mesmerizing weapon effects requires a combination of geometry nodes for trail generation and emission shaders for that signature otherworldly glow. Artists like Mqleh have pioneered techniques that make these effects accessible to intermediate Blender users. The Morphic Studio shares the information about the complete process of building a procedural sword trail with colorful sparkles, perfect for action sequences, game assets, or fan art projects.

Whether you’re a VFX artist looking to expand your skillset, a game developer needing energetic weapon effects, or simply a K-Pop Demon Hunters enthusiast wanting to bring that movie magic into your own projects, this tutorial will provide you with the foundational knowledge and practical steps to achieve professional-quality results.

Prerequisites and Project Setup

Before diving into the creation process, ensure you have Blender 3.0 or later installed, as this tutorial relies heavily on geometry nodes features introduced in recent versions. Familiarity with basic Blender navigation, the node editor, and keyframe animation will be helpful, though this guide provides detailed instructions for each step.

Start by opening a new Blender project and delete the default cube. Save your project with a descriptive name like “KPop_Weapon_Trail.blend” to avoid losing your work. Set your timeline to at least 120 frames to allow for a complete sword swing animation.

Step 1: Setup Model and Animation Empties

Preparing Your Weapon Model

The foundation of any weapon trail effect is, naturally, the weapon itself. You can either model a simple sword in Blender or import an existing 3D model. For this tutorial, a basic katana or fantasy blade works perfectly. If modeling from scratch, keep the geometry clean and ensure the blade has clear tip and base points.

Once your KPop Demon Hunters Ramen weapon is in the scene, you’ll need to animate a swinging motion. Select your sword and open the Timeline editor. At frame 1, press I to insert a rotation keyframe. Move to frame 60, rotate your sword approximately 180 degrees along its swing arc, and insert another rotation keyframe. For smoother motion, open the Graph Editor and set the interpolation to “Bezier” with easing.

Creating Tracking Empties

The trail system requires precise tracking of the blade’s movement, which we accomplish using Empty objects parented to specific vertices:

  1. With your weapon selected, enter Edit Mode (Tab key)
  2. Select the vertex at the base of your blade (near the hilt)
  3. Press Shift+S and choose Cursor to Selected to move the 3D cursor to that vertex
  4. Exit Edit Mode (Tab) and add an Empty: Add > Empty > Plain Axes
  5. Name this Empty “Base_Tracker” in the Outliner
  6. Repeat the process for the tip vertex, naming this Empty “Tip_Tracker”

Now comes the crucial parenting step that makes these Empties follow the blade:

  1. In Object Mode, Shift-click to select “Base_Tracker” first, then your weapon
  2. Press Ctrl+P and select Vertex from the parent menu
  3. Repeat for “Tip_Tracker”

When you scrub through your animation timeline, both Empties should now perfectly follow their respective blade positions.

Step 2: Create Trail Geometry with Geometry Nodes

Setting Up the Node Tree

This is where the magic begins. We’ll use Blender’s geometry nodes to generate a procedural trail that follows your weapon’s motion through time:

  1. Add a Plane object (Shift+A > Mesh > Plane)
  2. Name it “Trail_Generator”
  3. With it selected, switch to the Geometry Nodes workspace
  4. Click New to create a geometry nodes modifier
  5. Delete the default “Group Input” node connection to Group Output
  6. The geometry output should remain, but with no input mesh

Building the Trail Node Groups

The trail system uses Blender’s Simulation Zone to store historical position data. Here’s how to construct it:

For the Base Tracker:

  1. Drag your “Base_Tracker” Empty into the node tree (creates an Object Info node)
  2. Set the Object Info to Relative transform
  3. Add a Simulation Zone (Add > Simulation > Simulation Zone)
  4. Inside the simulation, add Points node and connect Base_Tracker’s Location to Position
  5. Add Join Geometry and connect both the Points and the Simulation Input
  6. Add Store Named Attribute node, name it “age”, and set value to the previous age +1 (using a Math node in Add mode with the stored age)
  7. Add Delete Geometry node with condition: age > 15 (adjust this value for trail length)

For the Tip Tracker: Repeat the exact same process for “Tip_Tracker,” creating a parallel simulation zone. You should now have two separate point clouds that record the historical positions of both blade ends.

Connecting Trails into Mesh

Now we’ll transform those point clouds into actual geometry:

  1. Add Join Geometry to combine both point cloud outputs
  2. Use Instance on Points with a subdivided plane
  3. Add Sample Index nodes to get positions from both trackers by index
  4. Use Vector Math (Subtract) to calculate the vector between corresponding points
  5. Add Points to Vertices followed by Extrude Mesh using the calculated vector

For a smoother surface, add a Grid primitive (Y: 2 vertices, X: matching your point count) and use Sample Index to map trail positions onto the grid vertices. This creates a lofted surface between the two edge trails.

Refining the Mesh Quality

To achieve that sleek, sharp-tipped trail look:

  1. Add Subdivide Surface modifier (magnitudes: 2-3 for smoothness)
  2. Use Set Vertex Crease on the leading edge (index == edge count -1, domain: Edge, crease value: 1.0) to maintain a sharp tip while keeping sides smooth

Step 3: Add Gradient and UV Attributes

For proper fading effects and texture mapping, we need to store additional data:

  1. After creating your point clouds, add Points to Curves to one trail
  2. Use Spline Parameter node to generate a 0-to-1 gradient along the trail
  3. Store Named Attribute called “grad” with this parameter value
  4. Transfer this “grad” attribute to your final mesh using Sample Index
  5. Similarly, create and store a UV map using the Grid primitive’s UV data

These attributes will drive the color gradient and any procedural textures in the shader.

KPop Demon Hunters Ramen
KPop Demon Hunters Ramen

Step 4: Shader for Glow and Sparkles

Creating the Base Emission Shader

Select your trail geometry and create a new material:

  1. Enable Shade Smooth on the geometry
  2. In the Shader Editor, add an Attribute node, set to “grad”
  3. Connect it to a ColorRamp with these stops:
    • Left (position 0.0): Transparent black (alpha 0)
    • Middle (position 0.5): Energetic purple/pink (alpha 1)
    • Right (position 1.0): Bright cyan/white (alpha 1)
  4. Connect ColorRamp color to an Emission shader
  5. Set Emission strength to 8.0 or higher for intense glow

Adding Sparkle Texture

For that signature K-Pop Demon Hunters sparkle effect:

  1. Add a Noise Texture node, connecting your stored UV attribute via Attribute node
  2. Add a Mapping node before Noise Texture, set Scale Y to 15.0-20.0 for vertical streakiness
  3. Use Math node (Subtract) to subtract Noise from your gradient
  4. Use ColorRamp to threshold this combination, creating jagged, sparkly edges
  5. Mix this with your base emission for layered detail

Advanced Sparkle Effects

For additional particle-like sparkles:

  1. Create a Point Cloud emitter on the blade using Instance on Points
  2. Vary point size using Random Value node
  3. Give points high emission values with varied colors (purples, pinks, blues, whites)
  4. Alternatively, use Geometry Proximity to weapon surface to create proximity-based glow intensification

Step 5: Render and Composite Glow

Eevee Setup (Real-time)

For faster iteration and real-time playback:

  1. Switch to Eevee render engine
  2. Enable Bloom in Render Properties > Bloom (Threshold: 0.8, Radius: 6.5, Intensity: 0.5)
  3. Enable Screen Space Reflections for environmental interaction
  4. Set Viewport Shading to Rendered to preview

Cycles Setup (High Quality)

For final renders with maximum quality:

  1. Switch to Cycles render engine
  2. Enable Film > Transparent background
  3. Increase emission strength to 12-15 in your shader
  4. Set samples to at least 128 for clean results
  5. Enable Denoising for faster clean renders

Compositor Enhancement

For that extra cinematic punch:

  1. Switch to Compositing workspace
  2. Enable Use Nodes
  3. Add Glare node (type: Bloom, Quality: High, Mix: 0.8)
  4. Add RGB Curves to boost emission brightness selectively
  5. For colored glow, add Color Balance with slight tint toward purples/magentas

Fine-Tuning Trail Behavior

Adjust these parameters for different effects:

  • Trail lifetime (age threshold): 10-12 for short, snappy trails; 20-30 for long, flowing ribbons
  • Animation speed: Faster swings need shorter trails to avoid clutter
  • Emission strength: 5-8 for subtle; 12-20 for dramatic supernatural effects
  • Subdivision magnitudes: 2 for performance; 4 for glass-smooth surfaces

Technical Specifications Table

Troubleshooting Common Issues

Trail appears broken or disconnected: Ensure both Empties are properly parented to vertices using Vertex parent mode, not Object mode. Check that your weapon animation doesn’t have sudden teleportation jumps.

No glow visible: Verify emission strength is above 5.0 and that Bloom is enabled in Eevee or you’re using sufficient samples in Cycles. Check that your camera isn’t inside the trail geometry.

Trail too short or too long: Adjust the age threshold in your Delete Geometry node. Lower values create shorter trails; higher values create longer ones.

Performance issues during playback: Reduce subdivision magnitudes, decrease maximum trail age, or lower simulation point count. Consider using Eevee instead of Cycles for viewport playback.

Sparkles not visible: Increase contrast in the ColorRamp connected to your noise texture. Ensure UV mapping is properly stored and retrieved via Named Attributes.

Finally

Creating KPop Demon Hunters Ramen-inspired weapon effects in Blender combines technical precision with artistic flair. Through procedural geometry nodes, you’ve learned to generate energetic trails that follow weapon motion, while emission shaders and post-processing bring the supernatural glow to life. The modular nature of this setup allows endless customization—experiment with different colors for elemental themes, adjust trail persistence for different weapon types, or incorporate additional particle systems to create unique magical signatures.

This technique scales from simple fan art to production-quality game assets and VFX shots. As you become comfortable with the fundamentals, consider exploring advanced variations: multiple trail colors fading through gradients, reactive trails that change based on swing speed, or integration with physics simulations for cloth-like ribbon effects.

The procedural approach ensures your effects remain editable and adaptable. You can animate trail parameters with keyframes, create presets for different weapon types, or even drive the effect intensity through drivers linked to audio amplitude for music-synchronized combat sequences worthy of the K-Pop Demon Hunters themselves.

Think of the best visual effects that balance technical execution with artistic intent. Study reference footage from the film, observe how light interacts with motion, and don’t be afraid to push the parameters beyond realism into stylized territory. The supernatural demands spectacle, and Blender’s tools give you the power to deliver exactly that. Now go forth and create weapon trails that would make even the most seasoned demon hunter envious.

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