rial) {
					node.castShadow = true;
					// node.receiveShadow = true;
					node.frustumCulled = false;

					const material = new InstancedPBRMaterial(node.material);

					// We should insert instanceMatrix to modelMatrix
					// So we use < inverseMat4(instanceOffset) * instanceMatrix * instanceOffset > to convert instance matrix to vertex space

					SceneUtils.getRelativeMatrixFromRoot(node, object, offsetMatrix);
					offsetMatrix.toArray(material.uniforms.instanceOffset);
					if (onBone(node, objec