EEVEE and Cycles share the same shader-node material system, so a scene's materials preview and render across both engines unchanged
In Blender, materials are built from shader nodes (with the Principled BSDF as the usual entry point), and EEVEE uses the same shader nodes as the path-traced Cycles engine. Because the material system is shared, an existing scene’s materials render in either engine without being rebuilt. This enables an iterative workflow: author and tweak materials in EEVEE’s real-time viewport for instant feedback, then switch to Cycles for a physically accurate final render of the same materials. For Cycles users, EEVEE therefore doubles as a fast real-time previewer. The two engines will not look identical — EEVEE approximates lighting while Cycles is more physically accurate — but the material definitions themselves are portable between them.
Examples
Build a material once with a Principled BSDF (base color, roughness, metallic). Preview it live in EEVEE, then set the render engine to Cycles and render the exact same node graph — no material rebuild needed.
Assessment
Explain why a material authored in EEVEE can be rendered in Cycles without modification. Why might the same material still look somewhat different between the two engines?