The first step in creating the realistic fire fame is to create a container with an emitter from the fluid effects menu. Next, move the emitter down to the container as shown in the Figure 1.

Figure 1 Container with emitter
Under the Attribute editor of FluidShape1, go under the container properties and change the boundary Y to –Y. Next, under content details go under density and give a buoyancy value of 8, Dissipation of 0.5, and Diffusion of 0.1. Then under the velocity tab, give a swirl value of 5 as shown below. Now under turbulence give a strength value of 0.05,
Frequency of 0.8 and Speed of 0.4.

Figure 2. Attribute Editor
Under shading, go to the opacity section and adjust the graph as shown in the image below so that the density of the flame is increased.

Figure 3. Change density
Next, go under the emitter tab in the attribute editor and then go under the basic emitter attributes and change the emitter type to volume and scale the emitter with a value of 1.89 for X and Z axis and a value of 0.284 for Y axis.

Figure 4. Basic emitter attributes
After that, go under the fluid attributes and increase the density to 2 and heat also to 2. Fuel should be 4 and uncheck the jitter under that. Under the fluid emission turbulence give a turbulence of 5 and Turbulence speed of 0.4.

Figure 5. Fluid attributes
Coloring the fire
To start coloring, the first thing to do is to turn on the temperature and fuel under the content method to Dynamic grid.

Figure 6. Turn on temperature and fuel
Next, under the shading tab go to color and change it to black. By default it will be white. Now start getting the color of incandescence for the flame.
Then, under the temperature section give a temperature scale value of 0.8, Buoyancy of 9, and dissipation of 0.3. Now go to the fuel section and under the content details, give a fuel scale value of 2, Reaction speed of 0.5, Heat Released 2, and Light released 1.

Figure 7. Temperature Section
Now adjust the incandescence and opacity as shown in the image and then increase the resolution to 50 in X, Y and Z and finally render the sequence.

Figure 8. Adjust the incandescence and opacity

Figure 9. Final output. Realistic Fire Fame