My second example of the Volumetric material rendering is for clarifying more how it's done, in a way to achieve a good looking smoke in Blender using Cycles.
Resolution of smoke is 80 divisions + 1 High resolution division. The flow source is particle system, and the value under "set size" is x3 the defualt value.
Note : It's meant by "set size" in Smoke setting, the actual size of every particle emitting in smoke simulation cells.
Yes, thought that too... I've fixed the darkness issue through adding a RGB Curve node to the color attribute of smoke and shifting the curve a bit upward, now the control of the smoke's brightness/darkness is through this curve. (Uploaded the fix)
this is cool....I feel that maybe you would have reduced the color of the smoke coz its too dark. but this is a good start...