A good start on all shaders is to think what the qualities of the
material are (i.e. what makes ice look like ice). The glass-like parts
are easy enough, you can pretty much just use a glass shader as a base
(with a tweaked color and optical thickness). The harder parts are the
surface features and air bubbles inside the ice. The surface features
can either be modeled or done with some creative bumpmapping (there's
some bump materials in the startup project that fit the bill). The air
bubbles are harder though: you can either model them or just cheat and
add a high frequency noise to the bump.
I'll see if I can give you some pointers once I get home.

On 15/04/2008, Frank Brübach <[EMAIL PROTECTED]> wrote:
> Dear RS friends, an open question:-)
>
>  "Perhaps somebody has fun to build with me an "ice shader" with the vsl 
> editor... I have started with a simple glas textur (from the rs manual, vsl 
> chapter), I have attached the example as a rar file above...
>
>  would be very nice to work with other realsoft guys to learn with the vsl 
> editor and get some interesting new vsl shader for ice, water and so on... "
>
>  servus, best regards, Frankolino
>
>  ...I have such things in mind: Refraction, Relief (Bump Map), Refraction, 
> Fresnel and more...
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