I'm experimenting with texture generation so I can begin to implement height map generation/terrain generation. Right now I'm just experimenting with different generating functions. Right now I'm just generating a 256x256 rgb texture when I apply the sin function to the sum of the normalized coordinates I get the following:
When I apply sin to the sum of the unnormalized coordinates I get the following:
Is there a way I can hit the whole of the sin domain multiple times while keeping the normalized coordinates so that there is the wave-like texture of the unnormalized version but it retains the smoothness from the normalized coordinates

