By default maya outputs images with premultiplied alpha, meaning RGB values of foreground objects are blended with background color and this pixel values are then stored as rgb channels of the image.
Other option is to store image with straigh alpha. In this case non blended rgba values are stored.
Most compositing software will give you options to choose how to interpret rgb and alpha values in imported footage ( premultiplied or straight ). Photoshop doesn't let you choose and it interprets all images as having premultiplied alpha so you'll have to turn it manually to "straight alpha"
Anyway, this is what you should do:
- render on black background
- open your tiff in photoshop ( must have alpha channel )
- load selection from alpha channel
- copy-paste to bring foreground to separate layer
- deselect
- delete background layer
- select foreground layer in layers palette and go Layer->Mating->Remove black matte ( this will "un-multiply" the rgb values )
If you need to do it a lot - create a photoshop action