Challenge 2: Using Cycles by Default for Quick Preview Renders — Solution Walkthrough The answer: Per this chapter's own warning box, this is exactly the mistake it describes — assuming Cycles must simply be the "better" render engine since it's more physically accurate, and defaulting to it for everything regardless of the actual situation. The student is using Cycles' considerably longer render times for quick previews that don't actually need that level of accuracy at all. Why this slows the workflow down unnecessarily: Basic object placement checks don't require physically accurate reflections or realistic light bouncing — a rough, fast preview is all that's genuinely needed at this stage. Cycles' own accuracy adds real time cost here without adding any real value to work that's still being roughly blocked out. What a better approach looks like: Per this chapter's own material, switching to Eevee for these quick, iterative previews would let the student check placement changes almost instantly, reserving Cycles specifically for later, more polished output once physical accuracy actually starts to matter for the final result. WHY THIS WORKS AS AN ANSWER ------------------------------ This exercise checks that using Cycles as a default for all renders is correctly identified as an inefficient habit, with Eevee recognized as the better fit for quick, iterative preview work.