Setting Up Smoke Domain Material in Cycles I am trying to understand how to make fire in Blender. I bumped into this blog and downloaded the attached blend file. 

In this blend file the Smoke Domain Material is constructed using two textures of the Voxel Data type. These two texture are called Flame and Smoke Density. 

After the helpful answer of Josh I understand now that the way the Smoke Domain Material has been set up in this blend file is very Blender Internal (which I don't understand). Would somebody like to have a look at this blend file and reconstruct this Blender Internal Material into a Cycles Material ??  

In the Blend file a plane is the Flow Object. The flow type is set to "Fire". This suggests that there is no smoke emitter ...but I think there is a smoke emitter.

Here is an image of the animation at frame 150 with Flow Type = Fire



And here is an image of the animation at frame 150 with Flow Type = Smoke + Fire



As you can see there is only a tiny bit more smoke when using the Flow Type = Smoke + Fire. So it seems that there is a smoke emitter in this blend file (when set at Flow Type = fire). By the way, also the manual says:


  Fire Emit only fire. Note that the domain will automatically create
  some smoke to simulate smoke left by burnt fuel.


So I guess in the set up of the smoke domain material both voxel data Flame and Smoke Density should be used. 

P.S I have studied the manual, I have seen the tutorial of Blender Guru. But this file produces a lovely fire and I want to understand this specific Smoke Domain Material set up. Maybe the quality of the fire is not only a result of the material set up but first things first.
To convert a BI fire simulation volume shader to cycles, you don't need to change the simulation itself (domain physics settings). Just change the engine from BI to Cycles. Then Change the domain material to nodes, using the same color ramp (position, hue, saturation, value, alpha) for color. I doubled the emission (5 in BI, 10 in cycles). Don't forget to convert the light to nodes (there is a point light that has an effect on smoke)


This is the fire+smoke cycles material, with some tweaks (frame 81).

The B&amp;W flame color ramp uses the alpha from color as value.
The "density" is used for smoke density (voxel data) and "flame" for fire density.
The color attribute is not used here (white volume shaders) because the simulation uses only 1 smoke color. This attribute controls the smoke color and is useful when you have 2 or more smoke emitters with different color to get the color mix in the simulation.


Here is the .blend file :