I've adapted Mododo's brilliant solution and modified it to properly fill a volume and to get some more randomness.
Mododo's key insight is setting the matrix to reference the seed spline on the first frame, and then switching it to reference the tracer on the second frame. Since the tracer references the matrix, this sets up a feedback loop that extends the length of the tracer-generated spline each frame. You would think that this wouldn't work (since it is has two objects referring to each other for their basic structure: a paradox!), but it takes advantage of C4D's execution order and effectively ratchet's up the line complexity over time.
Crucial settings are: the push part effector's distance setting, the falloff in the push apart effector (which being set to volume allows you to fill a volume based on a proxy object), the random effectors intensity and scale settings, and the Matrix object's step setting. You can play with these settings to vary the look, but beware that some settings (e.g. lowering the step setting too much) will quickly bog C4D with the masses of generated geometry.
Volume filling spline tube (chromatin).c4d