Adding to both Brian and Jim’s comments, if you bounce around the timeline you will see that the effect becomes a real mess, instead of diminishing as you move the time marker to frames closer to zero, and increasing as you bounce to later frames, it just keeps adding up to a bigger and bigger blob. I think C4D does this (and this is related to your problem) because its a faster way to get a visual result and update the viewer, rather than recalculating from the start frame every time you change the time marker. So you can sometimes be looking at something that won’t actually render that way because it’s not been calculated from the beginning in a linear way. Simulations like this (and the tracer is technically a sim) need to “run in” as each consecutive frame is predicated on what has come before, all the way back to the beginning of time (this is the next Jurassic park sequel’s title by the way).
I know that doesn’t solve the problem but you could bake the effect and that way at least you would see what geometry you will get on every frame correctly and it will speed up the back and forth in the time line as you finesse shaders etc.